D&D 5E "But Wizards Can Fly, Teleport and Turn People Into Frogs!"

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I don't think it is particularly helpful to tell people they have internalized the rules to the point that they don't understand their own opinions.

But it's helpful to tell people that they have so misunderstood the game that they don't know what they're talking about?

Look, it's groovy and all that people want the game to get them immersed during the experience. I totally get that. It's a pretty cool goal.

My point is, how do you achieve this in any version of D&D when every version of D&D is chock a block with elements that are purely gamist and not designed, in any way, shape or form, to foster the kind of immersion that's being advocated?

I'd have no problem with someone saying, "I want a game to immerse me in the experience, so I don't play D&D". But, "I want a game to immerse me in the experience, so I refuse to play 4e because it breaks my immersion" seems very strange to me. How can 4e be so immersion breaking when every other edition have so many immersion breaking elements?

The only way I can think this is true is when people have internalized so much of the familiar systems that they no longer can distinguish between what's been internalized and what the games actually promote.
 

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I don't think that's the typical response of a new player in their very first game of D&D (it certainly wasn't the behavior I saw from new people being introduced in encounters)
I don't think Encounters is a very good model for how new players would respond when invited to join an RPG campaign, given that Encounters is expressly about playing a pre-packaged (or at least pre-parameterised) PC through a pre-packaged scenario.

The difference is that hit points, as a mechanic, do not force you to play from author stance. I could definitely see a player who wants to stay in actor-stance not making decisions in the manner you are speaking of (it does seem like the choices a gamist player would lean towards though), since nothing inherent in the game forces him to
I can imagine a player who makes decisions for his/her PC without having regard to hit points remaining. But in every group I've ever played with that person would be regarded as a problem player, or at least on the borderline thereof. (For clarity, the problem here isn't doing suicide runs. They can be fun and important. It's doing suicide runs willy-nilly without regard to the metagame fact that that's what you're doing.)

Maybe I've played with more wargamers/boardgamers and fewer "casuals"?

as opposed to our favorite whipping boy CaGi, where no matter what, you will decide where the DM's character's has in fact decided to move if you use the

<sip>

The player made them come towards him... when he physically moves them (and chooses exactly where they go) on the grid, how is he not now in author stance? As to your familiar example, it's different. I can play the familiar as either a seperate character, an extension of my character... or let the DM play him (with my PC commanding him) and avoid the issue alltogether... so no, deciding and moving characters explicitely under the DM's control, is not the same as controlling (for all intents and purposes) a character resource/abiltiy you have.
On moving the tokens that represent the enemies, when using CaGI - for the player, this is like laying out a template to mark and AoE or zone effect; or like putting a condition marker on an enemy's token when an effect is imposed: that is, it's part of the handling of the physical representation of the action which is part and parcel of default 4e play.

As for your contrat between "DM's character" (for CaGI) and "extension of my character . . . a character resource/ability you have" (for a familiar), I think this somewhat begs the very question at issue. I have no doubt that some players might see it that way, but for those who are immersed while using CaGI the NPC or monster who moves is not, at that moment, a character under the DM's control. That's the whole point of the power! The NPC/monster has become a resource to be manipulated by the player. And on the psychology of the immersion, it's not as if the player of Come and Get It is suddenly imagining the gameworld from the targets' perspective - it's not like playing the NPC/monster who is affected. The player of CaGI remains anchored in the game from the perspective of his/her PC. (So the canoncial narration for a player using CaGI is not "They decide to rush me. When they do, I cut them down." It is "As they rush me, I cut them down.")

And my point is that there is nothing about this that need make it more or less immersive than using a familiar - when the GM retakes control of the NPC/monster once CaGI it has been resolved, that is no different in character than when the GM, in a group that normally lets the player control the famliar, takes control of the familiar for some purpose of imparting information, or foreshadowing, or whatever.

As I've said, I have no doubt that there may be some players who have preferences and experiences that make it hard or impossible for them to equate the targets of CaGI with a familiar (or cohort/henchman etc) in the way I have described, but that is not a function of their commitment to immersion; it is a function of their ingrained habits about who has authority over which non-PC parts of the gameworld, and when.

I get to control the actions of characters that are not my own...IMO... is very similar to changing the scenery. I mean that's all NPC's are is scenery, and I've overriden whatever the DM planned for them to do through using this power and instead made them move where I want them to go.
I think the differences are very great. Specifying the scenery is specifying something outside the control of my PC - who typically can't make potplants appear just by wondering about them. Whereas my everyday life tells me that I have a lot of causal power over other people via my behaviour - eg when I meet someone who is familiar with the handshake as a greeting ritual, I can get them to extend their hand for a shake simply by extending mine.

The idea that people exercise no causal influence on one another's behaviour except via magic is in fact one I only see put forward in discussions of CaGI. Gygax, for instance, certainly thought that PC's behaviour could influence an NPC's action, because he built CHA bonuses into the AD&D reaction rules - and just as the actual CaGI behaviour is a bit of a black box, so are the details of how a high CHA PC, in AD&D, generates improved reactions. But it's nevertheless the case that the rules are there.

My own hypothesis, for what it's worth, is that hostility to CaGI is at least partially rooted in an aproach to RPGing that I would associated with 2nd ed AD&D - in particular, a view about GM authority over NPC behaviour that outstrips anything in the classic D&D that preceded it. The attempt to ground this in causal analysis I would say is more recent, and arises out of the process-sim tendencies that 3E fostered.

Conversely, for players whose default expectations are that their PCs can influence the behaviour of NPCs via social skills, reaction rolls etc - and that the outcomes of these action resolution rules are binding on the GM in something like the same way as the appication of damage in combat - I don't think CaGI need be very shocking, nor any very big threat to immersion.
 

Just a question/observation: if it's reasonable to respond to the observation that hit points are an obvious metagame mechanic that can hardly facilitate actor stance by saying "I don't use them; I use (say) WP/VP", then how is it not reasonable to point on, in response to those who say that 4e extended rests break verisimilitude and hence immersion, that changing the extended rest time from a day to a week (or whatever) is just about the most trivial exercise in house ruling that any D&D group could ever undertake?

(Far more trivial than WP/VP, for instance, which requires you to decide for a whole lot of monsters, such as dragons and giant slugs, whether their hit points all convert to WP, or whether somehow a giant slug with CON 20 has heaps of vitality but no more meat than your typical mid-level barbarian.)
 

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The only way I can think this is true is when people have internalized so much of the familiar systems that they no longer can distinguish between what's been internalized and what the games actually promote.

Or they just have a different experience of these systems than you. Telling other people 'they have internalized D&D' because you can't see how someone finds 4E immersion breaking but doesn't find previous editions to be so, makes about as much sense as them saying you can't immerse in 4E.
 

I don't think Encounters is a very good model for how new players would respond when invited to join an RPG campaign, given that Encounters is expressly about playing a pre-packaged (or at least pre-parameterised) PC through a pre-packaged scenario.

This statement seems to strengthen my point that the DM can lead a player in the direction of creating background and shared history, etc. but most people who have never played before have no idea what to expect do not just create this stuff on their own... or else the venue wouldn't matter.

I can imagine a player who makes decisions for his/her PC without having regard to hit points remaining. But in every group I've ever played with that person would be regarded as a problem player, or at least on the borderline thereof. (For clarity, the problem here isn't doing suicide runs. They can be fun and important. It's doing suicide runs willy-nilly without regard to the metagame fact that that's what you're doing.)

Hmm... so is it willy-nilly if a person disregards the amount of hit points he has and instead basis his actions on the decision the character he has created would make in that situation? As an example, Bill the Paladin is the type of character who will rush in to save innocents, regardless of his hit point total. Or Rick the rogue, regardless of how many hit points he has tries to avoid a fight at all costs, even if he's at full hit points. There's nothing willy-nilly about that behavior, but it's not based on hp totals... it's based on the traits of the character... and yes I have played with people who have made decisions like that, regardless of their current hp totals.

Maybe I've played with more wargamers/boardgamers and fewer "casuals"?

Perhaps, or maybe you influence the people you play with(like directing them to pick backgrounds and create part of the world, I know I do) so that your experiences aren't the usual? The fact that you think encounters isn't a good model for how new players respond (yet the program has probably intorduced more new players to 4e than any one particular DM and his table style has) is kind of telling.


On moving the tokens that represent the enemies, when using CaGI - for the player, this is like laying out a template to mark and AoE or zone effect; or like putting a condition marker on an enemy's token when an effect is imposed: that is, it's part of the handling of the physical representation of the action which is part and parcel of default 4e play.

No, it's not. If I put down and AoE or zone I do not ever get to decide what the characters under the control of the DM will do... I have indicated the zone that my character created without going into author stance. Now if I could also move the Dm's character's into the zones from their current positions we'd be closer to CaGI.


As for your contrat between "DM's character" (for CaGI) and "extension of my character . . . a character resource/ability you have" (for a familiar), I think this somewhat begs the very question at issue. I have no doubt that some players might see it that way, but for those who are immersed while using CaGI the NPC or monster who moves is not, at that moment, a character under the DM's control. That's the whole point of the power! The NPC/monster has become a resource to be manipulated by the player. And on the psychology of the immersion, it's not as if the player of Come and Get It is suddenly imagining the gameworld from the targets' perspective - it's not like playing the NPC/monster who is affected. The player of CaGI remains anchored in the game from the perspective of his/her PC. (So the canoncial narration for a player using CaGI is not "They decide to rush me. When they do, I cut them down." It is "As they rush me, I cut them down.")

You still have to step out of actor-stance and into author-stance in order to enact this power. At no point if I am deciding where the DM's characters move (without some type of domination or mind-control effect) can I approach that action from the headspace of my character. I can justify why the NPC's moved, but then I am in author-stance, I can ignore it, but the minute I move them I am no longer approaching the game from the viewpoint of my character, so again I am in author-stance. Your example fails because you still decide where they "rush" to and move them towards your character on the grid. Now if the DM could choose which particular square they move into when CaGi affects the NPC's your example might work but as the power stands now, it doesn't.


And my point is that there is nothing about this that need make it more or less immersive than using a familiar - when the GM retakes control of the NPC/monster once CaGI it has been resolved, that is no different in character than when the GM, in a group that normally lets the player control the famliar, takes control of the familiar for some purpose of imparting information, or foreshadowing, or whatever.

So you're constructing a very limited example to fit the exact criteria you are trying to compare it to... uhm, yeah I guess that supports your point. Of course I think it's more honest to compare all of the different ways a player can "control" a familiar (like the DM roleplaying the familiar's personality and mannerisms) as opposed to the exact way you want him to in order to make it comparable to CaGi.


As I've said, I have no doubt that there may be some players who have preferences and experiences that make it hard or impossible for them to equate the targets of CaGI with a familiar (or cohort/henchman etc) in the way I have described, but that is not a function of their commitment to immersion; it is a function of their ingrained habits about who has authority over which non-PC parts of the gameworld, and when.

No, I think the authority split is in fact a part of achieving their immersion... because it means they don't have to step into author stance if they don't want to.


I think the differences are very great. Specifying the scenery is specifying something outside the control of my PC - who typically can't make potplants appear just by wondering about them. Whereas my everyday life tells me that I have a lot of causal power over other people via my behaviour - eg when I meet someone who is familiar with the handshake as a greeting ritual, I can get them to extend their hand for a shake simply by extending mine.

Your confusing the issue... it's not about whether you have causal power or not, it is the fact that you are stepping into the author-stance when enacting it. It's the difference of a Fighter's mark, where the fighter is influencing the actions the DM must decide with the monster or NPC he is still controlling, and CaGI where the player is moving the NPC's and monsters exactly where he wants them to go with no physical way to force this exact movement upon them. Both are causal power.. but only one forces you to step into author stance.


The idea that people exercise no causal influence on one another's behaviour except via magic is in fact one I only see put forward in discussions of CaGI. Gygax, for instance, certainly thought that PC's behaviour could influence an NPC's action, because he built CHA bonuses into the AD&D reaction rules - and just as the actual CaGI behaviour is a bit of a black box, so are the details of how a high CHA PC, in AD&D, generates improved reactions. But it's nevertheless the case that the rules are there.

I don't know who is arguing that people excercise no causal influence... but I will say that influence and control are not the same thing.


My own hypothesis, for what it's worth, is that hostility to CaGI is at least partially rooted in an aproach to RPGing that I would associated with 2nd ed AD&D - in particular, a view about GM authority over NPC behaviour that outstrips anything in the classic D&D that preceded it. The attempt to ground this in causal analysis I would say is more recent, and arises out of the process-sim tendencies that 3E fostered.

I'm just going to disagree because I think you are confusing two different issues and thus are finding the cause for something I'm not necessarily talking about.


Conversely, for players whose default expectations are that their PCs can influence the behaviour of NPCs via social skills, reaction rolls etc - and that the outcomes of these action resolution rules are binding on the GM in something like the same way as the appication of damage in combat - I don't think CaGI need be very shocking, nor any very big threat to immersion.

Well in most games like that I've played... ASoIaF, Vampire, etc. It is binding to both players and DM's since the abilities can be used on either one... it also rarely (unless magic or powers are involved) gives the type of exact control that CaGi does.
 
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This doesn't fit with my own experience for two reasons.

First, for me D&D has not always been actor stance - hit points, in particular, have never been about actor stance. They are a luck/fate/divine providence mechanic, which (in my experience) players refer to all the time in making decisions for their PCs and for the party as a whole. And when the table is sitting around talking about the depth of their reservoirs of luck, in my view that is not actor stance. It's a discussion about a metagame resource. (There are other elements of D&D that are similar - eg worrying about saving throw bonuses, or about XP that might be lost to level draining, but hit points are the one that stand out for me as almost ever-present in play.)

Doesn't that depend, in part, on how they approach it? PCs wouldn't understand hit points with any precision, but they'd have a sense they were pretty beat up and fatigued, less able to handle a significant fight than if they were well-rested. They may also have a sense that they don't have the training and willpower to throw off an enchanter's spells as well as another PC might.
 

This statement seems to strengthen my point that the DM can lead a player in the direction of creating background and shared history, etc. but most people who have never played before have no idea what to expect do not just create this stuff on their own... or else the venue wouldn't matter.

<snip>

The fact that you think encounters isn't a good model for how new players respond (yet the program has probably intorduced more new players to 4e than any one particular DM and his table style has) is kind of telling.
A venue can matter in all sorts of ways, can't it?

It seems to me there's a big difference between turning up to Encounters ("Here, take this sheet; you'll by playing this guy, and that person sitting there is going to run all us through an adventure") and turning up to a real campaign ("I'm starting a new Rolemaster campaign combining Kirosawa-style samurai with Green Snake-style celestial bureaucracy with Buddhist philosophy - do you want to join in?"). Nothing about the first thing implies that you would need a background for your PC - it's all prepackaged, and clearly so. Whereas in the second case - which is a simplified version of a true story! - the player didn't need to be told to make a background. He took it for granted that part of joining that sort of campaign with a samurai PC is having a family, a history, a daimyo to be loyal to, a childhood enemy, etc.

Encounters may well be more typical in numerical terms. And maybe most GMs run their home games like encounters too - "Here's the prepackaged scenario, you can make up some background for your PC if you like but it won't make any difference to what actually happens in play." I haven't done a survey. But I don't think it has anything to do with players being new. It's about how the game is presented. If all new players begain with Burning Wheel, being run in the way described in the Character Burner and the Adventure Burner, it wouldn't occur to them that the GM might have sole authority over all backstory outside the PC's shoe size and hair colour!

The idea that the players' authority in the game is limited so strictly in relation to non-PC elements is in my view entirely system and experience dependent. It has no "innateness." What I'm interested in is when this became the default for D&D play, given that to the best of my knowledge no D&D rulebook actually states that the GM has this sort of authority. It's certainly never been universal: the book "What is Dungeons & Dragons", published by Puffin in the early 80s (Puffin is the children's imprint of the British publisher Penguin), in explaining character generation, had the players introducing broader background elements (like a rival magical college, in the case of the MU PC) as part of the process of creating a character backstory. And as both a GM and player I've always taken this to be the norm.

Perhaps, or maybe you influence the people you play with(like directing them to pick backgrounds and create part of the world, I know I do) so that your experiences aren't the usual?
As I said, I didn't make any such direction. The player I mentioned took it to be inherent to the task at hand - playing a samurai in fantasy Japan/China - that he contribute to the shared fiction by establishing his PC within it.

Hmm... so is it willy-nilly if a person disregards the amount of hit points he has and instead basis his actions on the decision the character he has created would make in that situation? As an example, Bill the Paladin is the type of character who will rush in to save innocents, regardless of his hit point total. Or Rick the rogue, regardless of how many hit points he has tries to avoid a fight at all costs, even if he's at full hit points. There's nothing willy-nilly about that behavior, but it's not based on hp totals... it's based on the traits of the character... and yes I have played with people who have made decisions like that, regardless of their current hp totals.
Sure. I didn't deny their existence. I said that in any group I've ever played in they would be regarded as problem players, or borderline ones at least. I mean, isn't that paladin a paradigm of what some call Lawful Stupid? And I've played in a game where it was the mage, rather than the rogue, who refused to get into fights - and the rest of the group worked out to play essentially without him, while he played what was in effect a parallel solo game with the GM.

To me, disregarding your hit point total is like playing a game with Fate Points or something similar but never spending the ones in your pool, on the grounds that your PC "isn't the lucky type". It's playing against rather than with the system, which strikes me as kind of pointless - why not find a different system that will let you play with it?

If I put down and AoE or zone I do not ever get to decide what the characters under the control of the DM will do... I have indicated the zone that my character created without going into author stance

<snip>

You still have to step out of actor-stance and into author-stance in order to enact this power. At no point if I am deciding where the DM's characters move (without some type of domination or mind-control effect) can I approach that action from the headspace of my character.
These statements are conflating a logical state of affairs with a psychological one. Let me explain.

First, "stance" is not a psychological state. It is a logical (or, if you prefer, a conceptual) category, used to describe decisions about the fiction. Actor stance - deciding for your PC by reasoning from the PC's own ingame motivations and circumstance. Author stance - deciding for your PC by reasoning from metagame considerations (eg "What would be witty now?") and then retconning a rationale into your PC's motivations. Director stance - as part of the determination of your PC's action, specifying other salient elements of the gameworld. CaGI is clearly director stance.

Second, immersion is a psychological state. It is the state, roughly speaking, of experiencing the game - and especially the shared fiction that the game generates - from the perspective of your PC.

Third, it is sheer dogma that there is any simple or general correlation between psycholgoical states, including immersion, and the use of particular stances. I know this because I have experienced immersion, and have seen my players experience immersion, despite (in my own case) taking actions that involve author stance, and (in my players' cases) taking actions that involve director stance.

At least for some players (and I know some) it is utterly simple to approach Come and Get It from the headspace of the PC. The player, playing the PC, first notes that there are some nearby NPCs/monsters. The player, playing the PC, then thinks "I'd like those NPCs/monsters to be here [a point or points adjacent to the PC] so I can whack them with my big stick!" The player then declares an action "I use Come and Get It" and proceeds to describe where the targets end up (perhaps by moving tokens on a map). The player, playing the PC, then thinks "Ha ha, I've got you!" and proceeds to resolve the hitting of the targets with the stick.

There is only one point at which the player has to cease acting in character, and that is where the action is declared (step 3 of my 4 steps in the previous paragraph). But declaring that action need be no more at odds with immersion than any other declaration of action and rolling of dice that has been going on in D&D since the game began. In particular, and as I noted in my previous post, at no point is the player required to play the monster/NPC targets of CaGI. All the player has to do is play his/her PC, who wants them to move, and then effectuates that via whatever technique the players (and GM) take to be in the black box that is the forced movement of Come and Get It.

I can justify why the NPC's moved, but then I am in author-stance, I can ignore it, but the minute I move them I am no longer approaching the game from the viewpoint of my character
When you move the tokens, you are aproaching the game purely at the metagame level. This is no different from moving the tokens when performing a bull rush in 3E. It's no different from rolling a die. There are no dice or tokens in the fiction.

But within the fiction, the player need not justify why the NPC's moved, from within their motivational states. S/he is not playing those NPCs. She is playing her PC. Hence, as I said, the canoncial narration for Come and Get It is not "They decide to rush me. I gut them." It is "As they rush me, I gut them." The behaviour of the NPCs/monsters is purely adverbial to the PC's action of attacking them. The player describing their rushing of his/her PC is no different to the player describing how the sun glints on his/her sword as she brings it down to perform a cou-de-gras. It is purely adverbial, and there is nothing inherently immersion-breaking about that.

Your example fails because you still decide where they "rush" to and move them towards your character on the grid.
Yes. You decide this playing your PC. You have imposed your will on your enemies. You wanted them there, and they moved there. That is not immersion breaking in and of itself. And if you are playing a certain sort of character, it can be significantly immersion enhancing!

Of course there are possible narrations of CaGI that are different from what I'm describing. Suppose you narrate "As my enemies suround me, they slip on banana peels left lying around by a stray monkey, and stumble and slide until they are adjacent to me." Not only is that director stance, but it is not from the headspace of the character. That would be at odds with immersion, I think. But that only reinforces the contrast with what I have said is the canonical narration, in which I, as my PC, impose my weill on my enemies. That is from the headspace of my PC, regardless of the fact that it falls under the logical category of director stance.

Your confusing the issue... it's not about whether you have causal power or not, it is the fact that you are stepping into the author-stance when enacting it. It's the difference of a Fighter's mark, where the fighter is influencing the actions the DM must decide with the monster or NPC he is still controlling, and CaGI where the player is moving the NPC's and monsters exactly where he wants them to go with no physical way to force this exact movement upon them. Both are causal power.. but only one forces you to step into author stance.
There's no doubt that CaGI involves director stance. But that tells us nothing about its compatibility with immersion.

The banana peel narration breaks immersion because, as part of my narration, I bring into play causal factors not related to my PC (eg the stray monkey and its banana peels). But the canonical narration appeeals only to causal factors flowing from my PC - namely, my imposing my will upon my enemies. And to me, that is why the causal issue is salient. There seems to be a strand of D&D tradition which takes the view that only magic-users can impose their wills upon their enemies; or, alternatively, if they allow social skills (Diplomacy, Bluf, Intimidate, etc), that the GM always has the final say on how that imposition of will is manifest.

That's a legitimate preference, of course, but it has no general connection to immersion (though in the case of members of that tradition it may do so). I, as my PC, can will my enemy to flee (Intimidate check), to surrender (Intimidate check), to collapse grovelling at my feet in tears (Intimidate check, perhaps with Bluff as an augment), to move to this adjacent point and feel the wrath of my big stick (CaGI). The relationshp to immersion is not inherenently different in any of these cases.

Well in most games like that I've played... ASoIaF, Vampire, etc. It is binding to both players and DM's since the abilities can be used on either one... it also rarely (unless magic or powers are involved) gives the type of exact control that CaGi does.
That tells us something about the techniques of those game - in Edwards' language, they confine social resolution to fortune rather than karma. But that tells us nothing about immersion per se. In Rolemaster or HARP or Runequest, when I (playing a mage) conjure forth the power of the cosmos, I have to make a skill roll to impose my will upon it. In D&D, on the other hand, no roll is required (except in 3E in limited cases) - I always succeed in imposing my will. Karma vs fortune. They produce different play experiences, but neither is inherently more or less immersive.

Unlike magical compulsion, it may be the case that the targets of CaGI could have chosen otherwise; but this is not the domain of the player who uses the power. Whatever they could have done, they didn't. This is again the karma vs fortune issue. We know, in 3E and earlier editions, that it is possible to muck up the casting of a spell - spell disruption shows that. But only in 3E is this modelled, sometimes, via fortune. In AD&D it is karma - either the spell goes off (if the caster acts first or is missed) or it is disrupted (if the enemy hits). In 3E it is mixed karma and fortune - if the caster is not hit when the action is taken, and if there is no bad weather etc, the spell goes off; otherwise a skill roll is required.

Resolution via karma rather than fortune glosses away, in resolution, some possibilities that are obviously present in the fiction (eg a spell fizzling not because of an attack, or because of bad weather, but because the caster trips on slightly uneven ground). But this need not be an obstacle to immersion with CaGI anymore than it is with spell casting. A mage is such a good mage that, most of the time, no roll is required. A fighter is such a good fighter that, when s/he really tries to impose her will on her enemies, no roll is required.

I don't know who is arguing that people excercise no causal influence... but I will say that influence and control are not the same thing.
I don't understand this. The two words aren't strict synonyms, but dictionary.com renders "influence" as "the capacity or power of persons or things to be a compelling force on or produce effects on the actions, behavior, opinions, etc., of others; the action or process of producing effects on the actions, behavior, opinions, etc., of another or others", and "control" turns up on its thesaurus's list of synonyms.

Of course Come and Get It doesn't involve total control. The target doesn't sign all their property away, for instance, nor lie down and lick the figher's feet. It is a warrior's move. But, canonically, it involves an imposition of will.

I know what it is to impose one's will. I do this to my children (with occasional success). I do this to my students (with greater success - for them there is more to be gained and less to be lost by complying). I do this to conference and symposium audiences. I am not and have never been a warrior, but I have watched fantasy and action movies, and read REH's Conan. I can imagine what it might be like to impose my will in such a situation. It doesn't break my immersion in real life! Why would it do so in a game?
 
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Doesn't that depend, in part, on how they approach it? PCs wouldn't understand hit points with any precision, but they'd have a sense they were pretty beat up and fatigued, less able to handle a significant fight than if they were well-rested.
Sure. And that works fine in Rolemaster (where concussion hits represent stamina and blood loss) or in Runequest (where hit point loss models both general fatigue and damage to particular body parts). But I don't think it works very well in D&D. When the player of a high level AD&D fighter knows, for instance, that his/her PC can survive a dragon's breath, but that if s/he lost 20 of his/her 100+ hit points then it might be a bit more touch-and-go, what does this correspond to in the gameworld? A 10th level fighter who has lost 20 hit is not very fatigued, after all: s/he can run, jump, etc at full effect, and can fight single opponents of 1 or 2 HD, and multiple opponents of less than 1 HD, pretty much all day long without tiring.

They may also have a sense that they don't have the training and willpower to throw off an enchanter's spells as well as another PC might.
This might work for 3E saving throws. It doesn't work as well for classic D&D saving throws, which also reflect situational luck (eg the fighter saves against the dragon breath by ducking into a cleft in the rock at the last minute). The players know their chances of being lucky, but the PCs don't, do they?
 

I always wanted to try a game of D&D where all damaging spells were removed from the Wizard's list.

Make the Wizard think how to become effective in combat also without dealing damage at all. There are plenty of non-damaging spells which are useful in combat, thus the Wizard will hardly "suck". It just can't be played as a blaster or striker, it would have to totally focus on a combination of controller and supporter.

I suppose that this idea is way too extreme to most gamers who actually like to just blast enemies, but IMHO it would definitely be worth trying out some day.

In 3.5 that is WHY the Wizard was so powerful is because it wasn't a challenge when you used the non-damaging spells. Web, Grease, Evard's Black Hentai Death...etc. Were/are so powerful without actually adding any damage. It got to the point where I focused on the other part of Fireball (melting metal) more than the damage, because it wasn't needed.


Edit: I responded to the first page not noting the legion behind it.
 

Doesn't that depend, in part, on how they approach it? PCs wouldn't understand hit points with any precision, but they'd have a sense they were pretty beat up and fatigued, less able to handle a significant fight than if they were well-rested.

Ah yes, hit points as general wear and fatigue rather than serious physical wounds.

They may also have a sense that they don't have the training and willpower to throw off an enchanter's spells as well as another PC might.

That's a very 3e assumption you're making. What level is this presumed Fighter that's bad at saving throws compared to other classes?
 

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