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Charm Person, Suggestion how do you playit?
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<blockquote data-quote="Tharen the Damned" data-source="post: 2147775" data-attributes="member: 17091"><p><strong>minor Banewarrens spoilers!</strong></p><p></p><p>Thank you for your Replies!</p><p></p><p>My problem with Charm is: How does the charmed Creature react to the Charmers friends?</p><p>Normally those should still have the same status as before.</p><p>But what, if the Charmer tries to tell the Charmed Creature, that the other PCs are trustworthy (using Bluff or Diplomacy)?</p><p>I ruled, that this requieres a successfull check and if the check fails, the Charmed Creature gets another saving throw.</p><p>So far so good.</p><p>Here is my example: My PCs are currently exploring the Banewarrens (Adventure by Monte Cook -Malhavoc Press) and the Gnoll is part of an organisation of evil humanoids. Their Goal is to eradiate all good Humanoids. All members enter on their own free will and wear a ring, that does not let them physically hurt other members -betrayal and other niceties are still possible.</p><p>How much does a Gnoll tell of his organisations secrets?</p><p>That depends on allegiances, trust and fear maybe even friendship of the charmed creature to the Person or organisation he is asked about.</p><p>The Gnoll entered the organisation on his own free will and hates good humanoids (the PCs party consists of 2 humans 1 gnome and 1 dwarf). So the Gnoll should not spill the beans entirely. He will tell some things for sure (like how many creatures were in his raiding party and what races they are), but nothing of crucial secrets (like what their standard fighting technics are or what spells the XXX normally uses).</p><p>The whole time he muttered about torturing and killing the dwarf.</p><p>The dwarf reacted in typical dwarven manner: he let his Waraxe speak for him...</p><p></p><p>Ok, and here is my Suggestion example:</p><p>Party in the Banewarrens, fighting against Gorillons.The Gorillons were under a compulsion to attack the PCs because they opened a Door without the proper key. One Gorillon grappled the Sorcerer. Things looked bad. Then the gnome bard (using the bard from Book of Eldritch Might II by Monte Cook) cast a suggestive Cord (this Cord is equivalent to the Spell Suggestion).</p><p>He told the Creature to let the grappled person in peace.</p><p>Ok, I thought. The Gorillon dumped the Sorcerer and started to tear the dwarf apart...</p><p>Next round the Gnome used the Spell on another Gorillon, telling him, to let the strangers in peace.</p><p>The Gorillon stood there for one round, then ambled back to his lair and went to sleep (he does not have to eat and does not age, but has to sleep a lot).</p><p>After the session I though about this encounter.</p><p>Can you suggest something to a beast?</p><p>Can you override another compulsion?</p><p>I am sure that I played this dramaturgically right,</p><p>but I am not sure if I played this right regarding the Rules of the Spell.</p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="Tharen the Damned, post: 2147775, member: 17091"] [b]minor Banewarrens spoilers![/b] Thank you for your Replies! My problem with Charm is: How does the charmed Creature react to the Charmers friends? Normally those should still have the same status as before. But what, if the Charmer tries to tell the Charmed Creature, that the other PCs are trustworthy (using Bluff or Diplomacy)? I ruled, that this requieres a successfull check and if the check fails, the Charmed Creature gets another saving throw. So far so good. Here is my example: My PCs are currently exploring the Banewarrens (Adventure by Monte Cook -Malhavoc Press) and the Gnoll is part of an organisation of evil humanoids. Their Goal is to eradiate all good Humanoids. All members enter on their own free will and wear a ring, that does not let them physically hurt other members -betrayal and other niceties are still possible. How much does a Gnoll tell of his organisations secrets? That depends on allegiances, trust and fear maybe even friendship of the charmed creature to the Person or organisation he is asked about. The Gnoll entered the organisation on his own free will and hates good humanoids (the PCs party consists of 2 humans 1 gnome and 1 dwarf). So the Gnoll should not spill the beans entirely. He will tell some things for sure (like how many creatures were in his raiding party and what races they are), but nothing of crucial secrets (like what their standard fighting technics are or what spells the XXX normally uses). The whole time he muttered about torturing and killing the dwarf. The dwarf reacted in typical dwarven manner: he let his Waraxe speak for him... Ok, and here is my Suggestion example: Party in the Banewarrens, fighting against Gorillons.The Gorillons were under a compulsion to attack the PCs because they opened a Door without the proper key. One Gorillon grappled the Sorcerer. Things looked bad. Then the gnome bard (using the bard from Book of Eldritch Might II by Monte Cook) cast a suggestive Cord (this Cord is equivalent to the Spell Suggestion). He told the Creature to let the grappled person in peace. Ok, I thought. The Gorillon dumped the Sorcerer and started to tear the dwarf apart... Next round the Gnome used the Spell on another Gorillon, telling him, to let the strangers in peace. The Gorillon stood there for one round, then ambled back to his lair and went to sleep (he does not have to eat and does not age, but has to sleep a lot). After the session I though about this encounter. Can you suggest something to a beast? Can you override another compulsion? I am sure that I played this dramaturgically right, but I am not sure if I played this right regarding the Rules of the Spell. What do you think? [/QUOTE]
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