takasi
First Post
I played in a new Shackled City campaign last night and we had a question about the bard's Fascinate class ability. Here is the situation:
The party is in a shop talking to an NPC gnome shopkeeper. No one has any weapons out and the conversation is not intimidating. The DM suddenly asks for us to roll for initiative. The bard wins and decides to use bardic music to fascinate the shopkeeper and the DM allows it.
One of the players protested, saying that once initiative is called you can't use fascinate. The reference for this reasoning is quoted here: "The distraction of a nearby combat or other dangers prevents the ability from working." The first issue is "nearby combat". If the target is hostile and intends to attack but hasn't had a chance to yet (flat-footed, lower on init) and no one is else hostile (wielding weapons, casting spells, making a move to attack) then has combat really started? And if it has (by the one person being targeted) does that meet the condition above?
The player felt that fascinate would be "overpowered" at higher levels because of the extremely high DC potential (and suggestion). IMO it isn't that powerful, because it can only happen in specific situations against a very limited number of creatures (and types) and provides very little advantage to a party. There are also many ways to break the fascination, including wielding a weapon, casting a spell or having another enemy shake the target.
I'm trying to find an article from WotC that addresses this. Does anyone have any suggestions?
To further complicate things, when we asked why the DM called for initiative he said it was because the shopkeep intended to cast color spray. The protesting player (don't ask why he likes to protest, it's fun for the group to debate these little issues somtimes) is claiming that due to the simultaneous nature of turn based resolutions the fight had begun immediately. I see it a different way. Although everyone's actions are, for the most part, occuring simultaneously, the fact that you can 'change your mind' in the middle of a round based on another character's actions means that you can't assume what someone "should have done" (in this case engage in combat).
Or is this a moot point because the wizard 'surprised' the party in the first place? Should initiative order have been called at all? Are there other situations where tactical turn based resolutions are used outside of combat?
And in case you're wondering the shopkeeper made his will save.
The party is in a shop talking to an NPC gnome shopkeeper. No one has any weapons out and the conversation is not intimidating. The DM suddenly asks for us to roll for initiative. The bard wins and decides to use bardic music to fascinate the shopkeeper and the DM allows it.
One of the players protested, saying that once initiative is called you can't use fascinate. The reference for this reasoning is quoted here: "The distraction of a nearby combat or other dangers prevents the ability from working." The first issue is "nearby combat". If the target is hostile and intends to attack but hasn't had a chance to yet (flat-footed, lower on init) and no one is else hostile (wielding weapons, casting spells, making a move to attack) then has combat really started? And if it has (by the one person being targeted) does that meet the condition above?
The player felt that fascinate would be "overpowered" at higher levels because of the extremely high DC potential (and suggestion). IMO it isn't that powerful, because it can only happen in specific situations against a very limited number of creatures (and types) and provides very little advantage to a party. There are also many ways to break the fascination, including wielding a weapon, casting a spell or having another enemy shake the target.
I'm trying to find an article from WotC that addresses this. Does anyone have any suggestions?
To further complicate things, when we asked why the DM called for initiative he said it was because the shopkeep intended to cast color spray. The protesting player (don't ask why he likes to protest, it's fun for the group to debate these little issues somtimes) is claiming that due to the simultaneous nature of turn based resolutions the fight had begun immediately. I see it a different way. Although everyone's actions are, for the most part, occuring simultaneously, the fact that you can 'change your mind' in the middle of a round based on another character's actions means that you can't assume what someone "should have done" (in this case engage in combat).
Or is this a moot point because the wizard 'surprised' the party in the first place? Should initiative order have been called at all? Are there other situations where tactical turn based resolutions are used outside of combat?
And in case you're wondering the shopkeeper made his will save.
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