The fundamental reason so far as I have been able to analyze (from some lengthy debates on the subject) amounts to constraints.Why do D&D's 'mind control' powers being magical mean that they don't count?
It would be nice to have modular rules to allow for what @Fenris and @Aldarc described above within a D&D game.
The concept of focusing on the emotional state of the character through the combination of mechanics and roleplay appeals to me.
EDIT: I mean VtM came out eons ago and D&D has barely changed in terms of delving down the path of character development in mechanical terms.
All D&D has is Alignment and Bonds Ideals Flaws and Traits. That's hardly innovative given what is out there in the indie field.
Personal rant over.
OK. I would say there's also an issue of framing in that case. Sorry to harp on about my game, but it talks a lot about stake setting and how that must be reasonable in context. So for example you couldn't make a diplomacy check against someone to just abandon their religion and switch to your side. That would be like throwing a tennis ball against a tank and expecting to do some damage - just not possible with the tools you have. What you might be able to do though, is put social pressure on someone to agree a policy change in favour of your religion (I dunno, allowing ceremonial daggers into the town hall for example) for fear of them looking obstructive, non-inclusive, etc.The fundamental reason so far as I have been able to analyze (from some lengthy debates on the subject) amounts to constraints.
Magical effects such as spells include parameters such as valid targets, durations, specific consequences. While other forms of possible suasion are far more open-ended. There's probably some fantasy-universe metaphysical expectations mixed in there, too.
As an interesting aside, Diplomacy supplied a form of mind control in 3rd edition (dubbed by the community "diplomancy", hinting that it was grasped as being potentially as strong as magic) which although it was skill-based, arose from the bare mechanics (prior to player principles.)OK. I would say there's also an issue of framing in that case. Sorry to harp on about my game, but it talks a lot about stake setting and how that must be reasonable in context. So for example you couldn't make a diplomacy check against someone to just abandon their religion and switch to your side. That would be like throwing a tennis ball against a tank and expecting to do some damage - just not possible with the tools you have. What you might be able to do though, is put social pressure on someone to agree a policy change in favour of your religion (I dunno, allowing ceremonial daggers into the town hall for example) for fear of them looking obstructive, non-inclusive, etc.
Sure, later editions have toned that down somewhat with having to make saving throws every round, and once saved you're immune to the effect for 24 hours, but I get what you're saying. It still, I think, would be nice for those of us who want it, to have that option.D&D has so many ways (mostly spells) for players to lose agency over their chararcters while GMs have tons of agency, so players tend to be fiercly protective of what limited agency is afforded them over their characters.
Is the consequence of death off the table in the other games? i.e. are there other more pressing failure states.I'm not sure if the above mechanics would necessarily be a good fit for D&D and the sort of games that D&D often cultivates.
I was thinking soft conditions. So currently in D&D we have:More robust social mechanics? Sure. But there can be a fine line before anything involving social mechanics gets accused of being "mind control" mechanics in disguise.
The player declares "I try to identify gaps in the security schedule without getting caught or shot!" The GM replies "OK, you're loitering across the way from the warehouse, when a guard comes up to you and asks what your business is!" (That's a soft move, putting the PC in a spot.) The player replies "This seems like a charged situation - I read it" and makes the required throw. Suppose they get 7+, the GM has to answer one of the listed questions truthfully. Suppose the player asks "Where's my way in?" or perhaps "What's my enemy's true position?", well now the player probably has knowledge of a weak spot. But that doesn't mean it was authored by them. I mean, it could be - the GM could go "Ok, you've been staking this place out for a while now, what way in have you discovered?", but the GM's not obliged to do that. They could narrate their own thing.
And of course, once the situation's been read the GM is probably going to come back to the fact that there's a guard there asking the PC what their business is!
So what sorts of things would contribute to the mood of the table, what is going on in the rest of the fiction, what trajectories and expectations have been built up, etc?here's a different way the warehouse stake out (see post 566 upthread) could play out in Apocalypse World:
The player declares "I try to identify gaps in the security schedule without getting caught or shot!" The GM replies "OK, after a couple of days of staking the place out you can see that there's a gap around dinner time - those guards are creatures of habit! But it might be hard to sneak in then, as that's the same time the street is full of food and water vendors."
This would be offering an opportunity, but perhaps with a cost.
Which one of the two possibilities I've canvassed, and the countless others that can be imagined, is the better one depends on the mood of the table, what is going on in the rest of the fiction, what trajectories and expectations have been built up, etc. The GM's prep of fronts and threats might also help here, as it might have information about what the warehouse guards are inclined to do if subject to scrutiny.
I feel like I already answered that.Why do D&D's 'mind control' powers being magical mean that they don't count?
That actually sounds really promising. It feels like it could tie in to inspiration somehow, either as an opportunity to gain it or potentially allow those players who just don't want to deal with the issue (or don't want it to have mechanical weight) to spend inspiration to cancel the condition.Sure, later editions have toned that down somewhat with having to make saving throws every round, and once saved you're immune to the effect for 24 hours, but I get what you're saying. It still, I think, would be nice for those of us who want it, to have that option.
Is the consequence of death off the table in the other games? i.e. are there other more pressing failure states.
Because in D&D death is the primary and many time sole consequence by your std DM and perhaps this avenue I'm pursuing will not add another aspect to the game? Is that your reasoning?
I was thinking soft conditions. So currently in D&D we have:
Charmed - which covers lust, friendlier disposition, amicable, protective
Fear and Frightened - includes retreating from the threat
Mad Conditions
Inspired through Inspiration which is earned via a Long Rest
There is no mechanic for a character being distraught, having regret, crisis of faith, feeling anxious, frustrated or angry (unless you're including Rage)
What I liked about VtM there were Paths which had one roll against one's Conscience Virtue.
There were also Self-Control and Courage virtues which I suppose fall under the Wisdom saving throw in a D&D system.
One can argue there is a Honour system within the DMG, but it is half-baked, like many of the options included.
We have clerics and paladins with no true Faith stat. We have no real Loyalty system. There are no checks and balances if you don't want to use an oppressive GM-forced alignment system.
So for instance can a cleric suffer a crisis of faith? What is the effect of that mechanically?
Can a character who betrayed his party under the effect of a Vampire's charm feel guilt afterwards?
How long does it take for you to recover having lost a fellow companion? There is no mechanical weight given to any of these scenarios and more, which should be pretty common, I feel, in a game of D&D.
And yet VtM is a 30-year-old game that could cater for these RP situations.
Unless you're a decent roleplayer in D&D, everything is rather flat.
I'm not sure if I'm making much sense in all this rambling.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.