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So how do we do charm effects in 4E?
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<blockquote data-quote="SteveC" data-source="post: 3962060" data-attributes="member: 9053"><p>One of the things that the designers of 4E have talked about a fair bit is removing "save or die" effects from the game. To this end, they're also talking about lowering the number of related spell effects, so I thought it might be interesting to talk about one of them: charms (or mind control in general, if you wish).</p><p></p><p>In previous editions, you had a charm cast on you, you received a save, and if you failed it, you were taken out. In 4E we've moved to a system where the caster makes a check against a defense rather than a save, so I expect that's what we'll see for charms.</p><p></p><p>Once that happens, your character is effectively out of action, so how do we deal with that? In looking at Star Wars Saga, we have the "Mind Trick" which pretty much says once you're affected you're out of luck. Mind Trick does have certain restrictions on how and when it can be used, however, but the important thing is that once you are hooked, there's no way out.</p><p></p><p>I don't see that as being what they'll do for 4E, so does anyone have a thought?</p><p></p><p>In looking at poison in Saga, the main "ongoing effect," we see that the poison makes a check against you every turn, and if you beat it several times in succession, you're off the hook. Does that make sense as an option? It seems a bit ... clunky to me.</p><p></p><p>So what does everyone think? Of course, and WotC staff members are hereby invited to come in and spill as many beans as they like... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>--Steve</p></blockquote><p></p>
[QUOTE="SteveC, post: 3962060, member: 9053"] One of the things that the designers of 4E have talked about a fair bit is removing "save or die" effects from the game. To this end, they're also talking about lowering the number of related spell effects, so I thought it might be interesting to talk about one of them: charms (or mind control in general, if you wish). In previous editions, you had a charm cast on you, you received a save, and if you failed it, you were taken out. In 4E we've moved to a system where the caster makes a check against a defense rather than a save, so I expect that's what we'll see for charms. Once that happens, your character is effectively out of action, so how do we deal with that? In looking at Star Wars Saga, we have the "Mind Trick" which pretty much says once you're affected you're out of luck. Mind Trick does have certain restrictions on how and when it can be used, however, but the important thing is that once you are hooked, there's no way out. I don't see that as being what they'll do for 4E, so does anyone have a thought? In looking at poison in Saga, the main "ongoing effect," we see that the poison makes a check against you every turn, and if you beat it several times in succession, you're off the hook. Does that make sense as an option? It seems a bit ... clunky to me. So what does everyone think? Of course, and WotC staff members are hereby invited to come in and spill as many beans as they like... ;) --Steve [/QUOTE]
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So how do we do charm effects in 4E?
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