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Suggestion : Kill your ally.
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<blockquote data-quote="Machiavelli" data-source="post: 3104276" data-attributes="member: 40964"><p>Ok, say you're a DM and someone casts "Suggestion", which is a 3rd-level spell. Now, the intended effect is to cause some harm to an enemy or two in what is already a combat situation. Ask your self first: "was the use of Suggestion done in a particularly interesting and clever manner obviously attempting to fall within the spell description?" If no, then tell your player it fails. If yes, then ask yourself "at the caster's current level, would a Fireball cause as much harm on this battlefield?" If no, then the intent is more dangerous than a spell at that level should be, and you should creatively limit the effect. If yes, then allow the spell, and watch your player cackle with the glee of success, knowing in your heart that you are, in fact, a wise and benevolent god of this microcosm.</p><p></p><p>After all, that's what a DM is. Don't let something stupid ruin the game you've (hopefully) invested hours planning, because you honesly do have the power to over-rule anything you want to.</p><p></p><p>If Suggestion is used outside of combat to have a thematic effect, then once again do not by any means allow the spell to utterly ruin the campaign. If it has to fail, then go ahead and come up with a reason for it to fail. Perhaps a passer-by reminds the spell's target of his long-dead mother, who used to say "never trust a stranger", and he gets just exactly the circumstance bonus he needs to make his Will save. Even cheese like that is fine, if you've built a reputation with your players of a DM capable of writing an intriguing campaign.</p><p></p><p>If your players decide not to take the hint, and just keep trying to break the campaign, then your players suck. They don't care about being characters in a good story, they just want to have little power-trips in made up lives. Excuse yourself from the game, or use a pre-built hack-n-slash campaign, which can be fun in its own right.</p></blockquote><p></p>
[QUOTE="Machiavelli, post: 3104276, member: 40964"] Ok, say you're a DM and someone casts "Suggestion", which is a 3rd-level spell. Now, the intended effect is to cause some harm to an enemy or two in what is already a combat situation. Ask your self first: "was the use of Suggestion done in a particularly interesting and clever manner obviously attempting to fall within the spell description?" If no, then tell your player it fails. If yes, then ask yourself "at the caster's current level, would a Fireball cause as much harm on this battlefield?" If no, then the intent is more dangerous than a spell at that level should be, and you should creatively limit the effect. If yes, then allow the spell, and watch your player cackle with the glee of success, knowing in your heart that you are, in fact, a wise and benevolent god of this microcosm. After all, that's what a DM is. Don't let something stupid ruin the game you've (hopefully) invested hours planning, because you honesly do have the power to over-rule anything you want to. If Suggestion is used outside of combat to have a thematic effect, then once again do not by any means allow the spell to utterly ruin the campaign. If it has to fail, then go ahead and come up with a reason for it to fail. Perhaps a passer-by reminds the spell's target of his long-dead mother, who used to say "never trust a stranger", and he gets just exactly the circumstance bonus he needs to make his Will save. Even cheese like that is fine, if you've built a reputation with your players of a DM capable of writing an intriguing campaign. If your players decide not to take the hint, and just keep trying to break the campaign, then your players suck. They don't care about being characters in a good story, they just want to have little power-trips in made up lives. Excuse yourself from the game, or use a pre-built hack-n-slash campaign, which can be fun in its own right. [/QUOTE]
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