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Can you trick someone into Voluntarily Giving up a Saving Throw?
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<blockquote data-quote="Greybar" data-source="post: 3602597" data-attributes="member: 4938"><p>I agree with the meta-gaming concerns mentioned above. Let's think about this without rules. How would you describe this in a narrative?</p><p></p><p>Cure Light</p><p>"You feel a sense of warmth tingle across your injured arm, just before you see the flesh pinken and begin to heal."</p><p></p><p>Dominate Person</p><p>"A force of will engulfs your mind..."</p><p></p><p>Hmm... but that could give too much of a clue, since the RAW call for a Spellcraft of 25+lvl *after* making the save. It doesn't feel good from a Rule 0 perspective, but I suppose could vary by a campaign's interpretation of magic and psionics.</p><p></p><p>I think I'd go for the "harmless" spells feeling different and not raising the hackles of a person as they come in. The non-"harmless" spells feel like something alien that your instinct will be to resist. That seems to line up with the RAW.</p><p></p><p>drifting to House Rule possibilities:</p><p>A nice Spellcraft check, with a synergy to Bluff, would make sense to make a spell falsely seem "harmless". If it gets overabused, maybe make it a Metamagic feat...</p><p></p><p>Interesting dicussion, though</p></blockquote><p></p>
[QUOTE="Greybar, post: 3602597, member: 4938"] I agree with the meta-gaming concerns mentioned above. Let's think about this without rules. How would you describe this in a narrative? Cure Light "You feel a sense of warmth tingle across your injured arm, just before you see the flesh pinken and begin to heal." Dominate Person "A force of will engulfs your mind..." Hmm... but that could give too much of a clue, since the RAW call for a Spellcraft of 25+lvl *after* making the save. It doesn't feel good from a Rule 0 perspective, but I suppose could vary by a campaign's interpretation of magic and psionics. I think I'd go for the "harmless" spells feeling different and not raising the hackles of a person as they come in. The non-"harmless" spells feel like something alien that your instinct will be to resist. That seems to line up with the RAW. drifting to House Rule possibilities: A nice Spellcraft check, with a synergy to Bluff, would make sense to make a spell falsely seem "harmless". If it gets overabused, maybe make it a Metamagic feat... Interesting dicussion, though [/QUOTE]
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Can you trick someone into Voluntarily Giving up a Saving Throw?
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