Celebrim
Legend
Last night my DM (a fairly inexperienced one - I'm the usual DM for the group) subjected my character to a pretty bad interpretation of the Charm Person spell. His evil NPC wizard cast it during a fight and told my character to run away from the battle. The DM said that for the next hour I was going to run away at top speed, leaving my companions to die in the fight.
Ack!?!? All charm person does IMO is make you see the fight as a tragic misunderstanding between your very close friends. You start treating the NPC wizard as a close friend and ally, but you don't stop treating your other friends as close friends and allies. Under those circumstances, the last thing you would want to do is run away, I'd think. You might try to grapple one of your other friends to keep him from attacking the NPC wizard, or you might try to call a truce to talk things over. But the NPC wizard can't act too aggressively, or you'll be perfectly in your rights playing the character to end up tackling him to stop the fight.
Your 'new friend' could try to suggest you 'Go get help' or something of that nature, but that requires he win an opposed Charisma check. Your new friend can't suggest you do something that you simply wouldn't normally do.
So yeah, this is DM who is not reading the rules and you got screwed over. A suggestion spell can sort of accomplish that, "You need to go get help!", with a failed saving throw might result in that provided that the nearest help really was an hour away. Dominate Person can definately accomplish that. Charm Person isn't nearly as powerful, although it can get this result if the DM jumps through more hoops (and you get a second chance to 'save').
I told him that according to the rules that I should at least get a +5 bonus to the roll (since my character wouldn't normally leave his companions during a fight). I also told him that my interpretation would be that the spell automatically wouldn't work because he and his allies were attacking the party.
Ok, you are wrong on both of those counts though. You don't get a bonus to save just because you don't want to do what the evil NPC wants you to do, primarily because Charm Person doesn't let anyone give you orders but also because that's just not in the rules and now you are arguing on the grounds of what you think is fair or realistic. That's a bad basis for confronting a DM. You do get a +5 bonus to save if at the time of the spell, the Wizard was attacking you or your allies. However, don't argue for that bonus if the Wizards very first action was to Charm you, because then arguably you were threatening the Wizard but the Wizard hadn't yet actively threatened the party. Don't try to stand on debateable ground. Wheenver there is clear room for debate, the DM is always right and you just have to live with that or find a different DM.
I also told him that it doesn't control me like a dominate person spell would.
Quite correct.
At any rate, my character is removed from the climactic battle of the scenario; the group is in a dire situation without my character; and (perhaps worst of all) I have to sit there with nothing to do because of a bad rules interpretation.
What I told him was "I think you're not reading that correctly. We can discuss it after the combat." Do you think I should have raised more of a stink about it and stopped the game until he got this right? (He tried the same manuever on the party's barbarian too after he got my character - luckily the barbarian saved or it would have been really bad.)
That is the correct way to handle it. You don't want to turn this into a contest between you in the DM. You want to act like you are on the same side - all playesr in the game. And you don't want to be seen as challenging the DM's authority or trying to take over the game. Don't raise a stink or get all defensive. Approach the DM privately after the combat or at whatever the next break in the game is and try to get him to see your side of it. The DM can actually get the result he wants, he just didn't go about it in the right way.
But to be honest, I disapprove of even the result that he wants because it removes you from the game. That would be bad enough in a situation he has little control over, but in a situation where he has complete flexibility as to the result achieved, I'd think he'd be better off saying something like, "Protect me! This is all a big misunderstanding.", and you busy yourself trying to disarm, pin, or otherwise thwart your friends without harming them while the wizard busies himself trying to subvert the minds of as many party members as possible.