Attacking another monster would be perfectly acceptable![]()
I see no problem with it. It's a magical compulsion in a magical world with... magic in it!
Attacking another monster would be perfectly acceptable![]()
Oops, our group did that wrong then, as this exact situation came up in our game. Thanks. I guess the Wizard can force the enemy to attack an ally in some certain situations, like if the Knight has a power that lets him switcheroo with the ally, like the protector(?) theme. Actually, can you take an OA and a immediate interrupt in rapid succession? No, it's a once per round thing right? I don't know, actually.If the defender is a knight he gets no punishment, because a knight's punishment only triggers when an ally is attacked
I would be unhappy with making a monster attack itself (even though RAW would allow it). Leaving aside the issue about it being very hard to attack yourself with many weapons, my inclination would be to give a saving throw in line with the restriction on moving a monster into hazardous terrain (as per forced movement, dominated etc.).
I don't have a problem with it.
First, powers like Hypnotism are inherently unoptimized. Functionally, you're making two attack rolls that both have to hit to make a single damage roll--not worthwhile unless you're using hijinks. This is hijinks, but I don't know that it actually balances out the base power. Second, this requires significant setup and isn't going to be available every time.
Do bear in mind that one of those attack rolls can be optimized in normal ways, and the other is inherently optimized by the fact that Hypno itself gives +4 attack bonus, and the enchanter casting it gives it a further +2 bonus.
+6 to attack is not a small number.
Sure, but Hypnotism is still a mechanically terrible power without abusing it in some way (this one will do, though obviously the most awesome way to abuse hypnotism is invisibility+stealth+hypnotism to get the monsters fighting among themselves). In the end, you're still making an implement attack that has to hit to...make -another- attack that might actually damage. Even if If you've optimized your way to a 75% hitrate, a monster will only have around a 55% chance of hitting itself (I believe),
so you end up with 64% chance to hit when all is said and done (and, in fact, the more you've optimized your hitrate, the more you lose).
And that's not counting the fact that monsters are more likely to be resistant to the attacks of their allies than they are to be extra vulnerable to them.
The only thing really good about the power (mechanically) is that monster at wills scale better than controller at wills; so this can give a wizard solid single target damage compared to what they can normally do, with the option of taking the slide instead when that's a useful option.
Now, factoring in (and allowing) the ability to have a monster attack themselves [making this kind of stuff less situational, thought I was presuming that for the above math, otherwise hypno is even worse] and trigger defender powers, this becomes potentially very good. But it's still quite situational (even if you let players get away with it every combat, the monster can metagame against it, and it presumes the defender hasn't been dazes or pushed away; if they have been, they're providing a further debuff to hypno on what might be the only monster you can target with it).
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Honestly tho, Hypnotism is a back-up utility. The real enchanter at-will power is in beguiling strands. Move 6 on a close blast 3 that can be buffed with superior orbs and all that? Sign me the hell up.