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<blockquote data-quote="Voadam" data-source="post: 8160656" data-attributes="member: 2209"><p>Charm and fear are fairly mechanical in 5e</p><p></p><p>Charmed</p><p>• A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects.</p><p>• The charmer has advantage on any ability check to interact socially with the creature.</p><p></p><p>Frightened</p><p>• A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line</p><p>of sight.</p><p>• The creature can’t willingly move closer to the source of its fear.</p><p></p><p>The skill checks are very open ended.</p><p></p><p>A Charisma check <em>might</em> arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation.</p><p></p><p>5e (as most D&D) is generally fairly far on the player end of the scale of leaving PC autonomy about feelings and thoughts to the player to determine versus mechanics-imposed narrative.</p><p></p><p>There are some exceptions, mostly enchantment magic like charm person's "The charmed creature regards you as a friendly acquaintance." or the Philter of Love's "If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed." Also dominate person, command, suggestion.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8160656, member: 2209"] Charm and fear are fairly mechanical in 5e Charmed • A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. • The charmer has advantage on any ability check to interact socially with the creature. Frightened • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. • The creature can’t willingly move closer to the source of its fear. The skill checks are very open ended. A Charisma check [i]might[/i] arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. 5e (as most D&D) is generally fairly far on the player end of the scale of leaving PC autonomy about feelings and thoughts to the player to determine versus mechanics-imposed narrative. There are some exceptions, mostly enchantment magic like charm person's "The charmed creature regards you as a friendly acquaintance." or the Philter of Love's "If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed." Also dominate person, command, suggestion. [/QUOTE]
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