I thought about that, and it's something if I had to do it over again I might very well change, but at the same time I don't necessarily want to get into the habit of role-playing for the characters.LostSoul said:
If the caster has a high Int, he should probably be able to craft a well-worded Suggestion. Have him make an Int check against DC 10 or 11. He can tell you what effect he's going for. Based on the roll you can role-play what he said and determine the effectiveness of the spell.
I thought about that, and it's something if I had to do it over again I might very well change, but at the same time I don't necessarily want to get into the habit of role-playing for the characters.
Call me a ruthless bastard of a DM, but it's called a 'role' playing game, not a 'roll' playing game. Half the challenge is in portraying the character correctly, and that would include wording the spell correctly.
Hypersmurf said:... so why shouldn't we allow the socially inept fumble-tongued player to roll a die for his halfling to convince the guardsman that he's a polymorphed lammasu?
-Hyp.
when the player might not even be able to open the same door when it's not locked...
It is a really hard line to draw, and generally I find myself on the other side of the line. I see a few differences here:Galfridus said:
We should allow this...but at the same time, the fact that this is a role playing game (not a door-busting game) means that players should be encouraged to roleplay, and that roleplaying should have consequences. It's a really hard line to draw; you want to encourage players to play characters that are different, but you also want them to be involved in determining their characters' actions.

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