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"Domination" Domination
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<blockquote data-quote="eamon" data-source="post: 5555684" data-attributes="member: 51942"><p>I like this solution. If you make a creature do something dangerous, it gets a save.</p><p></p><p></p><p>The appropriate solution is to fix the game, perhaps by saying don't do that. In particular, it's terribly incongruous for either side to <em>not</em> choose a winning strategy merely because "it upsets balance". Particularly in the case of domination, which is more effective in the hands of the monsters than in those of the PC's. If something is game-breaking, <em>remove it from the game already.</em></p><p></p><p>For balance, this works, but it doesn't make sense. Why can't allies take OA's? In practice, <em>they don't</em> because it's generally unwise, but that limitation is one caused by intention, not necessity. If they <em>want</em> to attack, well, they aren't truly allies then, and they should be able to.</p><p></p><p></p><p>I really like the second suggestion, also because it allows the dominator to call for a charge <em>without save</em>---so long as his allies don't <em>take</em> the OA. It also allows for potentially interesting OA's by other party members to make him "snap out of it" - or, if it's a fighter, to even physically stop the dominated target.</p><p></p><p>So, putting it all together, I'd say you should grant a save <em>before </em>the creature is forced to do something obviously harmful (charge off a cliff, zigzag through a wall of flame), and right after the creature is attacked or hurt because of the command (i.e. get's an OA or walks through an invisible wall of flame if such a thing should exist).</p><p></p><p>The save-granting clause is intentionally broader and more vague than the "hindering terrain" clause in the RC: by erring on the side of granting too many saves, it's in the dominators best interest to make the dominated creature do something effective rather than find a loophole in the house-rule.</p></blockquote><p></p>
[QUOTE="eamon, post: 5555684, member: 51942"] I like this solution. If you make a creature do something dangerous, it gets a save. The appropriate solution is to fix the game, perhaps by saying don't do that. In particular, it's terribly incongruous for either side to [I]not[/I] choose a winning strategy merely because "it upsets balance". Particularly in the case of domination, which is more effective in the hands of the monsters than in those of the PC's. If something is game-breaking, [I]remove it from the game already.[/I] For balance, this works, but it doesn't make sense. Why can't allies take OA's? In practice, [I]they don't[/I] because it's generally unwise, but that limitation is one caused by intention, not necessity. If they [I]want[/I] to attack, well, they aren't truly allies then, and they should be able to. I really like the second suggestion, also because it allows the dominator to call for a charge [I]without save[/I]---so long as his allies don't [I]take[/I] the OA. It also allows for potentially interesting OA's by other party members to make him "snap out of it" - or, if it's a fighter, to even physically stop the dominated target. So, putting it all together, I'd say you should grant a save [I]before [/I]the creature is forced to do something obviously harmful (charge off a cliff, zigzag through a wall of flame), and right after the creature is attacked or hurt because of the command (i.e. get's an OA or walks through an invisible wall of flame if such a thing should exist). The save-granting clause is intentionally broader and more vague than the "hindering terrain" clause in the RC: by erring on the side of granting too many saves, it's in the dominators best interest to make the dominated creature do something effective rather than find a loophole in the house-rule. [/QUOTE]
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