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<blockquote data-quote="MonkeezOnFire" data-source="post: 6621286" data-attributes="member: 6784845"><p>I think overall that 5e is a great edition and there isn't much I'd change about it but there was one thing that caused an argument and some hurt feelings at the table. That thing was a vampire's charm. </p><p></p><p>RAW a saving throw against a vampire's charm is only allowed during the initial cast and "Each time the vampire or the vampire's companions do anything harmful to the target..." It was near the end of the encounter and the vampire was the last enemy in the room. I had the vampire charm the fighter since he pumps out a bunch of damage. The fighter, lacking a great wisdom save, fails. On his turn the fighter can't attack the vampire as he's charmed and since nothing else is around he doesn't really have anything to do. He doesn't even get a save since the timing is only when something happens to make him hostile towards his vampire friend. </p><p></p><p>He fails another saving throw when the vampire bites him. After that the vampire got pushed away and I had the vampire focus on the other melee combatants that had surrounded it. This left the fighter in an awkward position. Unable to attack the big baddie left in the room and unable to save from the effect. At this point I could tell the player was being frustrated so when his turn rolled around I decided to let him have a saving throw. One of the other players chides in that this is against the rules and shouldn't be allowed. Before I can make my ruling the fighter player leaves the skype call in frustration. </p><p></p><p>TL;DR: I learned the hard way that mind affecting things suck the fun right out of the game for players. The vampire's charm should at least allow a saving throw every turn for the victim like most things do.</p></blockquote><p></p>
[QUOTE="MonkeezOnFire, post: 6621286, member: 6784845"] I think overall that 5e is a great edition and there isn't much I'd change about it but there was one thing that caused an argument and some hurt feelings at the table. That thing was a vampire's charm. RAW a saving throw against a vampire's charm is only allowed during the initial cast and "Each time the vampire or the vampire's companions do anything harmful to the target..." It was near the end of the encounter and the vampire was the last enemy in the room. I had the vampire charm the fighter since he pumps out a bunch of damage. The fighter, lacking a great wisdom save, fails. On his turn the fighter can't attack the vampire as he's charmed and since nothing else is around he doesn't really have anything to do. He doesn't even get a save since the timing is only when something happens to make him hostile towards his vampire friend. He fails another saving throw when the vampire bites him. After that the vampire got pushed away and I had the vampire focus on the other melee combatants that had surrounded it. This left the fighter in an awkward position. Unable to attack the big baddie left in the room and unable to save from the effect. At this point I could tell the player was being frustrated so when his turn rolled around I decided to let him have a saving throw. One of the other players chides in that this is against the rules and shouldn't be allowed. Before I can make my ruling the fighter player leaves the skype call in frustration. TL;DR: I learned the hard way that mind affecting things suck the fun right out of the game for players. The vampire's charm should at least allow a saving throw every turn for the victim like most things do. [/QUOTE]
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