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Charm Person, Suggestion how do you playit?
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 2144842" data-attributes="member: 9249"><p>Well, from the description of <em>charm person</em>, it notes that it causes the target to regard the caster as a trusted friend and ally. </p><p></p><p>If the companions of one of my trusted friends are slaughtering my minions, I will try to stop them and I will ask my "friend" to help me. I will also order my minions to stand down. Because of my friend's trust, his friends have a few rounds to stand down before I'll use lethal force.</p><p></p><p>If my "friend" is helping them, charm's broken. If he's helping to break up the fight, then even if my minions lose, he's done alright by me, so charm's still in place-- but his friends better watch their backs.</p><p></p><p>As for what a <em>charmed</em> creature will tell you about his boss's plans... that depends on the creature. How disciplined is the creature? I can see Orcs spilling it pretty easily, while Hobgoblins might take some more convincing.</p><p></p><p>If I'm charmed in the middle of battle, I figure the effect is like suddenly recognizing one of your enemies as being a close friend. Think of the Civil War, and you discover that one of the soldiers across the battlefield is your brother.</p><p></p><p><em>Suggestion</em> I'm having a rougher time with-- I'm in the middle of an argument about it over on the Wizard's boards. Part of it is, it depends on the DM's interpretation of "sounds reasonable", and the example in the book doesn't strike me as sounding reasonable at all.</p><p></p><p>I do not regularly take "a refreshing swim" in a pool of acid.</p><p></p><p>I try to treat <em>suggestion</em> like the Jedi Mind Trick in the Star Wars movies. "These are not the droids you're looking for." "You don't need to see my identification." "You don't want to sell me death-sticks."</p><p></p><p>You can get a <strong>lot</strong> of mileage out of this spell, as long as you're not trying to get people to swim in acid with it. It's just more of a roleplaying interaction spell than a combat spell-- in a political/intrigue-based game, you can do terrible damage with it.</p><p></p><p>If you can get a fiend to blow its save on a <em>suggestion</em>, "Your master is plotting against you. We can help you destroy him" will work <strong>wonders</strong>. </p><p></p><p>As for suggesting a course of action to a semi-intelligent creature, I suppose the biggest obstacle is making your <em>suggestion</em> understood-- does you speak a language it can understand? If so, simple suggestions shouldn't be too much of a problem.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 2144842, member: 9249"] Well, from the description of [i]charm person[/i], it notes that it causes the target to regard the caster as a trusted friend and ally. If the companions of one of my trusted friends are slaughtering my minions, I will try to stop them and I will ask my "friend" to help me. I will also order my minions to stand down. Because of my friend's trust, his friends have a few rounds to stand down before I'll use lethal force. If my "friend" is helping them, charm's broken. If he's helping to break up the fight, then even if my minions lose, he's done alright by me, so charm's still in place-- but his friends better watch their backs. As for what a [i]charmed[/i] creature will tell you about his boss's plans... that depends on the creature. How disciplined is the creature? I can see Orcs spilling it pretty easily, while Hobgoblins might take some more convincing. If I'm charmed in the middle of battle, I figure the effect is like suddenly recognizing one of your enemies as being a close friend. Think of the Civil War, and you discover that one of the soldiers across the battlefield is your brother. [i]Suggestion[/i] I'm having a rougher time with-- I'm in the middle of an argument about it over on the Wizard's boards. Part of it is, it depends on the DM's interpretation of "sounds reasonable", and the example in the book doesn't strike me as sounding reasonable at all. I do not regularly take "a refreshing swim" in a pool of acid. I try to treat [i]suggestion[/i] like the Jedi Mind Trick in the Star Wars movies. "These are not the droids you're looking for." "You don't need to see my identification." "You don't want to sell me death-sticks." You can get a [b]lot[/b] of mileage out of this spell, as long as you're not trying to get people to swim in acid with it. It's just more of a roleplaying interaction spell than a combat spell-- in a political/intrigue-based game, you can do terrible damage with it. If you can get a fiend to blow its save on a [i]suggestion[/i], "Your master is plotting against you. We can help you destroy him" will work [b]wonders[/b]. As for suggesting a course of action to a semi-intelligent creature, I suppose the biggest obstacle is making your [i]suggestion[/i] understood-- does you speak a language it can understand? If so, simple suggestions shouldn't be too much of a problem. [/QUOTE]
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