abirdcall
(she/her)
Abilities that charm tend to assume that the party is not in combat and often give provisions (usually penalties) for what happens if they are cast in combat.
They are also things that other creatures typically don't want to have happen to them.
If a player says "I cast Fireball" we roll initiative and see what happens. Does the enemy get the jump on the party and go first? The game resolves hostile action this way so that it isn't just who announces first goes first which would cause game play problems. It is a compromise from going to a timeline of minutes to seconds.
So what happens if a play says "I cast Charm Person." I cast "Enthrall." Or uses a feature or ability which charms.
In order to have enchantments have their proper place in the narrative I resolve them without going into combat.
For spells I think of the verbal and somatic components as being entirely different in nature to something like Fireball. They are words and gestures which may be interpreted as friendly, interesting, or whatever else is appropriate. If the magic doesn't work the caster may end up looking foolish and savvy targets may know what was just attempted.
I don't really see another way of handling them that is fair to the enchanter. If the PCs are targetted by an enchanter it is a matter of playing in good faith to separate player and character knowledge of the situation.
They are also things that other creatures typically don't want to have happen to them.
If a player says "I cast Fireball" we roll initiative and see what happens. Does the enemy get the jump on the party and go first? The game resolves hostile action this way so that it isn't just who announces first goes first which would cause game play problems. It is a compromise from going to a timeline of minutes to seconds.
So what happens if a play says "I cast Charm Person." I cast "Enthrall." Or uses a feature or ability which charms.
In order to have enchantments have their proper place in the narrative I resolve them without going into combat.
For spells I think of the verbal and somatic components as being entirely different in nature to something like Fireball. They are words and gestures which may be interpreted as friendly, interesting, or whatever else is appropriate. If the magic doesn't work the caster may end up looking foolish and savvy targets may know what was just attempted.
I don't really see another way of handling them that is fair to the enchanter. If the PCs are targetted by an enchanter it is a matter of playing in good faith to separate player and character knowledge of the situation.