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General Tabletop Discussion
*Dungeons & Dragons
Suggestion spell, AKA: the importance of session zero(ish) discussions with your DM
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<blockquote data-quote="DND_Reborn" data-source="post: 8032388" data-attributes="member: 6987520"><p>Yeah, I agree with [USER=42040]@Retreater[/USER] on this one and your DM, but I also see the other point of view.</p><p></p><p>The spell affects a single target. The DM could easily rule that target gets advantage because it knows following your suggestion will put it at odds with the other cultists anyway.</p><p></p><p>Now, since the target failed the save, the DM could have ruled the suggested cultist tries to command the others to let you go with your treasure, making a CHA (persuasion or intimidation?) check. If it succeeds, it convinces the other cultists to let you leave. If it fails, maybe the other cultists rebel or perhaps a subordinate in the group challenges the leader for dominance?</p><p></p><p>Regardless, as a DM, once I allow the spell and make the save against it, I am just was bound by the dice as my players. Personally, I don't think your DM handled it well. The DM should have told you upfront the request was unreasonable, or since it was high-risk for the cultist, grant advantage (which he did), but should then follow through with it.</p><p></p><p>Like others have said, it could have led to more interesting play later on.</p><p></p><p>Part of this also sounds like it was a planned encounter the DM just didn't want to let go of. He wanted the fight (for whatever reason) and was disappointed bad rolls on his part made it avoidable. It sucks when you're the DM and plans get messed up like that, but we all know it happens.</p><p></p><p>I would definitely hash things out after the session and suggest if the DM will run the spell like that, ask if you can select a different spell for your character (if you want to, of course) and I think your DM should allow a swap.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8032388, member: 6987520"] Yeah, I agree with [USER=42040]@Retreater[/USER] on this one and your DM, but I also see the other point of view. The spell affects a single target. The DM could easily rule that target gets advantage because it knows following your suggestion will put it at odds with the other cultists anyway. Now, since the target failed the save, the DM could have ruled the suggested cultist tries to command the others to let you go with your treasure, making a CHA (persuasion or intimidation?) check. If it succeeds, it convinces the other cultists to let you leave. If it fails, maybe the other cultists rebel or perhaps a subordinate in the group challenges the leader for dominance? Regardless, as a DM, once I allow the spell and make the save against it, I am just was bound by the dice as my players. Personally, I don't think your DM handled it well. The DM should have told you upfront the request was unreasonable, or since it was high-risk for the cultist, grant advantage (which he did), but should then follow through with it. Like others have said, it could have led to more interesting play later on. Part of this also sounds like it was a planned encounter the DM just didn't want to let go of. He wanted the fight (for whatever reason) and was disappointed bad rolls on his part made it avoidable. It sucks when you're the DM and plans get messed up like that, but we all know it happens. I would definitely hash things out after the session and suggest if the DM will run the spell like that, ask if you can select a different spell for your character (if you want to, of course) and I think your DM should allow a swap. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Suggestion spell, AKA: the importance of session zero(ish) discussions with your DM
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