(Psi)SeveredHead
Adventurer
Roudi said:Now there's a save I'm always happy to fail.
It depends on their gender.
Roudi said:Now there's a save I'm always happy to fail.
That attitude is so 90's. It's the new millenium! My Will saves are not restricted by such petty things as "preferences" or "looks" or "drunkeness."(Psi)SeveredHead said:It depends on their gender.
(Psi)SeveredHead said:No. I don't think there's any point to a Will save or Wisdom check or whatever. If they ignore the threat of the dozen intimidating hitmen, then they die (or live but are badly wounded, have to flee to the hospital, and can get killed there, too). If they ignore the threat to have damaging info posted about them, then they end up getting run out of town. If they ignore the threat to have unspecified things happen to them (eg a bomb in their car), then they get a bomb in their car. (There was a great threat at WotC about how much damage that does.) Intimidate isn't mind control.
Bluff isn't mind control. If someone is tricked into attacking the bad guy on his home turf, they deserve whatever happens to them. Unless they've got Intuition, there's no need for game checks to hold their hand.
But I don't think non-FX mind control is fair.
takyris said:No. I do think there's a point to a Will save. An Intimidate check turns a target NPC's attitude to Friendly while threatened (which can be direct observation or perceived area of threat, depending upon the Intimidate check). A Friendly attitude doesn't automatically mean you follow orders. It means that it's a lot harder for you NOT to follow orders.
Hence, Will save. The D&D charm person spell turns you Friendly, and that uses opposed Charisma checks. Different mechanic, but would you have a problem with opposed Charisma checks, too, even though they're right there in the Charm Person spell?
It's not holding their hand. It's actually making a stat matter. If the bad guy is a Charismatic Hero who's trying to trick you into attacking him with all his henchmen around by using a Bluff, and you have no ranks in Sense Motive as a PC and thus lose the opposed roll by a lot, then you're looking at either:
Why not? Non-snark -- I ask this in all sincerity. If you're playing a Fighter, and the DM's evil sorcerer charms you, do you have difficulty helping him out by loaning him a few of your potions and telling him what the party's plan is? If you're playing a Rogue, and the DM's evil vampire dominates you, do you have difficulty asking your fellow party members to come into the room?
Charm Monster is FX, hence it's allowed to be mind control.
That is FX.
(Psi)SeveredHead said:That doesn't work on PCs. You can't change a PC's attitude with a skill check.
takyris said:I believe I noted that. I'm asking what, in your mind, is the actual functional difference between FX and non-FX. This is, to me, like saying that a fireball spell should do different fire damage from a fire-grenade. Fire is fire. Damage is damage.
Similarly, I don't believe that "I can tell that NPC is trying to trick me" is a valid reason to toss out a poor Sense Motive check. If I build a PC with a low Wisdom, I accept that there are times when I'm going to have to suck it up and do stupid things. To do otherwise screws over the players who actually bothered to put points into Wisdom.
(some of the Charismatic talents in d20 modern, as I recall without looking)
but you're taking away the most obvious of his powers -- the fact that he's got a +26 Bluff check. I don't say that Hide doesn't work on the PCs. If my players can roleplay, I don't see why they shouldn't roleplay the fact that Bluff works on them.