Dominate clarification


Rules Questions

Liberty's Edge

It seems pretty straightforward, but considering how big a change this is, I would think SOMEONE would have already asked; however, try as I might, I can find no thread asking for this clarification. So:

"Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus"

New saving throw...to throw off the effect ENTIRELY, as opposed to in the past, where it was just to ignore that particular order? That's how it reads to me...

And while this is editorialism, not straight clarification...isn't that leaving a lot of power up to interpretation, giving the "actions against its nature clause" the power to outright BREAK a dominate?

It was fine when it could make it disobey an order, because no amount of disagreement between player and dm could rob the dominator of his thrull; but there REALLY ought to be a bit more clarification on what actions go against a creature's nature, if it's to be such a significant part of gameplay.


kroarty wrote:

It seems pretty straightforward, but considering how big a change this is, I would think SOMEONE would have already asked; however, try as I might, I can find no thread asking for this clarification. So:

"Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus"

New saving throw...to throw off the effect ENTIRELY, as opposed to in the past, where it was just to ignore that particular order? That's how it reads to me...

And while this is editorialism, not straight clarification...isn't that leaving a lot of power up to interpretation, giving the "actions against its nature clause" the power to outright BREAK a dominate?

It was fine when it could make it disobey an order, because no amount of disagreement between player and dm could rob the dominator of his thrull; but there REALLY ought to be a bit more clarification on what actions go against a creature's nature, if it's to be such a significant part of gameplay.

I think what is against anyone nature, PC or NPC, varies. When I DM against someone's nature is something they would never do otherwise.

Example 1: A group of adventurers that dont know each other

Evil NPC: Kill the party

PC: OK--->He may be in the group with them, but they are not life long friends or family so under the right circumstances he might kill them, but it is hard to get someone to attack a friend or family member even if it is to their benefit.

Example 2: A group of friends that are also adventurers.

Evil NPC: Kill the party
PC: No(after getting the +2)
See the above example

If the group was thrown together, but they treat each other kindly and I beleive they would risk life and limb to save another character I would allow the +2, but if they only seem to be associates, or if I know they would be willing to leave a party member behind they don't get the +2

Liberty's Edge

My problem isn't understanding "against their nature." My problem is that everyone will have a different interpretation, there is no "right" answer, and for something as game-impacting as ending a Dominate Person, there really should be.

But my question is whether this new save DOES, in fact, END the spell.


kroarty wrote:


"Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus"

New saving throw...to throw off the effect ENTIRELY, as opposed to in the past, where it was just to ignore that particular order?

In 3.5E it is:

"Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus."

It doesnt say that it simply disobey the particular action. It just receives a new saving throw. For what? For breaking the spell because the spell is "will negates". The description should mention that the new saving throw is only to disobey the particular order.
Do you know anything else from errata maybe?...


kroarty wrote:
"Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus"

Any time you make a "new saving throw", it's to end the original effect. Otherwise it wouldn't mention the word "new" as opposed to the "old" saving throw made initially.

Liberty's Edge

Okay, now I'm REALLY confused. Someone tell me I'm not insane. I remember a version of...I SWORE it was dominate...where subjects could resist an INDIVIDUAL order against their nature, and receive a +10 to resisting that order for the rest of the day, creating the classic "resisting...control...can't...hold out..." situation. I thought it was 3.5, but its not in the srd...

Also, if someone knows how to move this thread somewhere more appropriate to the type of question it has turned into, I would appreciate it.


kroarty wrote:

Okay, now I'm REALLY confused. Someone tell me I'm not insane. I remember a version of...I SWORE it was dominate...where subjects could resist an INDIVIDUAL order against their nature, and receive a +10 to resisting that order for the rest of the day, creating the classic "resisting...control...can't...hold out..." situation. I thought it was 3.5, but its not in the srd...

Also, if someone knows how to move this thread somewhere more appropriate to the type of question it has turned into, I would appreciate it.

You're probably thinking of the charm spells. Charm person says:

Quote:
You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.)

So you could convince a banker to hand over everything in his bank as an "IOU" if you win a Charisma check, but if you fail, he doesn't give you the money that way. However, you could win another check that convinces him to run home quickly -- which might leave the bank unattended. . .

Liberty's Edge

I would like to bring this back up for discussion. I feel we need clarification in regards to once sentence in the spell description:

"Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus"

I feel this leaves it open to too much interpretation and could essentially allow for a new saving throw to break the spell after just about any command.

Let me give a few scenarios:
(My party of four is in combat with an NPC party of four. I dominate and command an enemy NPC )

My commands:

1. Assist us and attack your group
NPC: Sorry, attacking my allies is against my nature - New save +2
2. Don't attack my party
NPC: Sorry, it is against my nature not to join my party in taking down an aggressive enemy, especially one that is here to do us harm - New save +2
3. Run away and dont come back to this area
NPC: Sorry, it is against my nature to leave my post and disobey a direct order from my captain, especially when there is an obvious threat present - New save +2

It would be nice to know the actual intentions of the designer of the spell. But if we can't get that, it would be nice to have an errata or at the very least a uniformed agreement amongst the community. I mean, depending how you define against your nature the spell is just about useless.

Dark Archive Owner - Johnny Scott Comics and Games

I don't have a problem with a new save at +2 for any situation indicated above. Dominate is a pretty potent spell (high level), cast by a high level caster, who should have a pretty high save DC, buffed up with feats and high ability scores. This means the save DC should be pretty high.

The second save makes the caster carefully consider his spell target and the commands he will make of the target prior to casting the spell. That's all. It's not a game breaker.

For example:

If you plan on Dominating another spellcaster, make sure you have him do things that are not against his nature - have a Wizard study his spellbook; have a Cleric pray to his deity for guidance, etc. This way, you can effectively take him out of a fight without giving him the opportunity to make a second save.

If you plan on dominating a martial class, you don't have to worry as much if he gets another save or not, as his Will save is probably his weakest one. Thus, you can try to have him attack the party and be relatively confident he will not make a second save.

In either case, Dominate can be used effectively. You just don't get the "automatic" obedience some folks from 1e/2e may remember or desire.

IMHO, the spell is fine as is.

Liberty's Edge

Larry Lichman wrote:

For example:

If you plan on Dominating another spellcaster, make sure you have him do things that are not against his nature - have a Wizard study his spellbook; have a Cleric pray to his deity for guidance, etc. This way, you can effectively take him out of a fight without giving him the opportunity to make a second save.

The problem I have, and have with your situation, all comes down to "what goes against its' nature". Would a wizard normally go take a seat and study his spellbook in the middle of combat? Nope, would be against his 'nature' to do so and hence - new save.

Liberty's Edge

1 thing to bear in mind: no matter how conservative your DM decides to be about the "against their nature" interpretation, they can't take one thing from you: The initial order.

The additional save at +2 is only when you attempt to RE-direct the spell.

Basically, dominate, like every other spell, is built from an epic seed. The epic seed dominate comes from is basically suggestion. Dominate is basically just a suggestion, except more convincing (the order doesn't have to sound "reasonable", just non-suicidal), and you can use the same casting to give them another suggestion (they just get a new saving throw at +2, at the DM's discretion).

So, yes, the problem remains that the spell is as powerful as the DM decides it is. BUT! Remember that you can get creative about this sort of thing. PILE ON those tricks! If you REALLY want your thrulls to be obedient, burn the extra suggestion to convince them of a falsehood that will change their mind, or throw up an illusion that will trick them into attacking the wrong target.

DM's don't like Dominate because it's too much power from 1 spell and 1 standard action. But if you're willing to spend another spell or two, most DM's will grin at your "cleverness" and start getting a LOT more lenient.


kroarty wrote:

1 thing to bear in mind: no matter how conservative your DM decides to be about the "against their nature" interpretation, they can't take one thing from you: The initial order.

The additional save at +2 is only when you attempt to RE-direct the spell.

Basically, dominate, like every other spell, is built from an epic seed. The epic seed dominate comes from is basically suggestion. Dominate is basically just a suggestion, except more convincing (the order doesn't have to sound "reasonable", just non-suicidal), and you can use the same casting to give them another suggestion (they just get a new saving throw at +2, at the DM's discretion).

So, yes, the problem remains that the spell is as powerful as the DM decides it is. BUT! Remember that you can get creative about this sort of thing. PILE ON those tricks! If you REALLY want your thrulls to be obedient, burn the extra suggestion to convince them of a falsehood that will change their mind, or throw up an illusion that will trick them into attacking the wrong target.

DM's don't like Dominate because it's too much power from 1 spell and 1 standard action. But if you're willing to spend another spell or two, most DM's will grin at your "cleverness" and start getting a LOT more lenient.

FYI, Dominate Person is 1 full round to cast just like summoning spells.

Dark Archive Owner - Johnny Scott Comics and Games

starchildren3317 wrote:
Larry Lichman wrote:

For example:

If you plan on Dominating another spellcaster, make sure you have him do things that are not against his nature - have a Wizard study his spellbook; have a Cleric pray to his deity for guidance, etc. This way, you can effectively take him out of a fight without giving him the opportunity to make a second save.

The problem I have, and have with your situation, all comes down to "what goes against its' nature". Would a wizard normally go take a seat and study his spellbook in the middle of combat? Nope, would be against his 'nature' to do so and hence - new save.

There will always be interpretation differences between gaming groups. No rule set can cover all possibilities for any RPG.

For my example above, you indicate it's against a Wizard's nature to study a spellbook in the middle of combat. My response is that a Wizard is always studying his spellbook (at least once daily), so the ACTION in and of itself is not against his nature. The circumstances (combat) may indicate it is not wise to do so at that time, but the action itself is certainly within the Wizard's nature, as it does not go against any kind of moral code the Wizard lives by.

Going against one's nature is different than performing an unwise action based on circumstances.

YMMV.

Paizo Employee Creative Director

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Yeah; if you force a dominated creature to do something against its nature, it gets that new saving throw. If it makes that saving throw, it throws off the ENTIRE dominate effect and gets to go back to doing what they want.

As for what constitutes "against its nature," that varies from creature to creature. For a PC, I would say that forcing a PC to attack another PC would normally be against a PC's nature and would allow a new saving throw (unless, of course, that PC has already displayed a propensity for attacking other PCs). For most monsters, it would depend. A lot of monsters are just violent anyway and attacking others of their kind is normal. It's left vague deliberately so each time it comes up, the GM gets to interpret it as needed for the specific target in question.

Liberty's Edge

@Charender: I ALWAYS forget that. Thank you, my mistake. Point remains, though; its one spell and one turn. Your DM will be more likely to play along if you throw in an extra enchantment or illusion. By the time you're slinging dominates, you've got the 3rd level slots to spare, if you REALLY want this thrull. Actually *playing* an enchanting specialist have given me a lot of perspective on this ;)

Liberty's Edge Contributor

How does this ability work on dead critters dominated by an intellect devourer?
Does the corpse make a save if forced to do something which would be against against its nature if it were alive or is this a non issue.
Furthermore, does this effect the DC for Sense Motive? I mean, for ease of rules probably not, however if the corpse is essentially an animated dead thing, I'd assume its not acting against its will (as it doesn't have a will, its dead). I'd kind of like it if it were tougher to determine a corpse was controlled by an intellect devourer than if a living sentient creature was dominated by a spell caster.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

It is a corpse's nature to be a corpse. Anything else is against its nature, therefore, the intellect devourer might lose control with every single command other than "play dead."

.
.
.

:P

Though I joke, leaving it up to the GM is a bad idea. A player will never be able to use it effectively against the GM's NPCs while said NPCs using it will rule over PCs like gods.

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