Typhina Blightsworn |
I'm currently running the Skull & Shackles AP, and one of my PC wishes to play a Charm/Domination type Sorcerer and I was wondering what I should lookout for and what experences you all had in keeping them in check. As well as what limits such spells have
Troubleshooter |
I have not run one -- I am really, really wary of the idea as I understand it is potentially quite disruptive.
One problem is that of ending fights with one spell. Further than that however, it allows you to have a full spellcaster and also another character -- sometimes even a higher-level character.
The first thing you need to do is do your research on how exactly the spells will function, and what their limits and weaknesses are. Make a list of creatures immune to mind-affecting effects for reference. Also record ideas to protect any creature against mind control, like protection from evil, magic circle against evil, mind blank, effects that boost Will saves, and methods that organizations (like royal guards or criminal mobs) would use to identify and fight against compromised members.
Decide in advance whether you want to allow powers and effects that expand enchanters' abilities to control additional creature types. IIRC, Thanatopic Spell (sp) would allow the enchantment of undead, which are classically immune to mind control. You may wish to ban this (or not).
Next, sit down with the player, figure out what his plan is, and then discuss Enchantments to make sure that you both understand exactly how they work and what enchanted creatures will and will not do. Discussing what enchantments can do will at least prevent the misunderstandings that arise from (for example) the design of a character that depends on it performing X with charm person that is really the benefit of another spell.
Don't put all your plot in one basket. You must explicitly plan the game with the idea that the players will 1) magically interrogate NPCs for everything they know, and 2) use the NPCs to approach their masters or comrades to find out the rest of the plot. This can be a great way to allow the players to chase the plot, but if you occasionally want to keep things mysterious or moving at a certain pace, learn to compartmentalize the villains' knowledge.
Also consider splitting up the challenges. If running an AP and you find the game too easy, you might consider splitting single-creature fights into multiple-creature fights so that it's not over with a single saving throw. Making big bosses heavily resistance to mind control but adding minions also allows it to be fun for enchanters without being too easy. You don't need to do this every time though. When the players are after information, they know they can easily kill every enemy but one, which can make things easy -- sometimes having only one enemy (a very powerful enemy they cannot kill) can be a challenge in of itself.
Even with a perfect understanding of the rules on all sides, there is the risk that arguments will arise regarding what is within a creature's nature, as the players may have a different idea of who a character really is based on what they've observed in play. A serial killer masquerading as a paladin, for example, may be willing to perform shocking acts without resistance when mind-controlled. Be prepared to demand your players' trust on occasion, but don't demand it too often (it's exhausting).
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One houserule my group has made to manage this is regarding domination effects. Dominate has a duration of 1 day per caster level -- in our games, once cast you must 'maintain' dominate by dedicating a spell slot to it each day. If you fail to prepare your spells and expend it in a timely manner, then the dominate effect subsides as if the duration had already expired. This prevents an enchanter from playing a full spellcaster that has a free cadre of enchanted creatures rolling over from one day to the other.
I hope that is of some use.
Troubleshooter |
Additional note -- a lot of the benefit comes from how well dominated NPCs react. They can easily be more powerful if you let the player plan their movements like an additional character. It may be better if you continue running the NPC. The player may still be allowed to give them suggestions (which they might follow as a friend) or orders (if they are obedient); however, it can be of a benefit to the challenge of your game if you run the NPCs as a bit more 'dumb' unless ordered otherwise. It introduces additional weaknesses that must be considered (inability to speak a common language; vulnerability to silence effects) and forces the dominator to spent his limited time in combat giving orders to his minions rather than discussing strategy with his allies.
Kolokotroni |
You also need to keep in mind the flip side of the issue. Yes dominate/enchantment can be extremely disruptive and trivialize challenges. But at the same time, LOTS of things are either highly resistant or completely immune to enchantment spells.
Make sure your player knows and understands this, and plans in alternatives. I've previously played a beguiler in 3.5, and one of the biggest issues with the character was just how many arbitrary bonuses there are to saves against enchantment spells, and how many things we faced were flat out immune to most of my abilities. That can be just as frustrating for a player, as having the bad guy dominated is for the DM.
In general I try to guide people away from focusing on spells of that sort. Having a charm or even dominate is handy, but if its your primary tactic then it it almost never makes for a good game unless the campaign is designed for it (some kind of intrigue/political campaign).
Fergie |
Just say no.
Charm is OK, as it is a first level spell that basically just bypasses a diplomacy check. You can get creatures to do something they wouldn't ordinarily do, but the spell doesn't say anything about getting them to do something they would never do.
Dominate Person is one of the most powerful spells in the game. There is nothing stopping a caster from having several or even several dozen dominated minions. By selecting the right victims (mostly chaotic/evil creatures), and properly wording commands you can get them to do whatever you want.
If the player wants a sidekick, there is leadership. If the player wants to run half the monsters and NPCs, they should sit on the other side of the screen.
Rerednaw |
I'm currently running the Skull & Shackles AP, and one of my PC wishes to play a Charm/Domination type Sorcerer and I was wondering what I should lookout for and what experences you all had in keeping them in check. As well as what limits such spells have
Experiences?
Frustration on the PC's part because entire game sessions go by where his specialty doesn't work.Charm does not make an NPC or PC a mindless robot slave. You will not automatically know everything he or she can do. Or even what they will do if asked.
A Paladin who has been charmed by the enemy may seek to end an argument (fight) through diplomacy and non-lethal force if required.
A charmed half-orc CE barbarian/murder hobo may choose to keep killing the PC's first and then move on to killing his own buddies if asked the same.
There are even checks and balances already built-in with Charm's big brother, Dominate.
Anyone can make a sense motive check to see that their friend is not acting normally.
A single cantrip Detect Magic will enable identification of an enchantment/compulsion. At this point the dominated NPC's friends may act to dispel/suppress it. A level 1 protection X spell could suppress the effects long enough for the dominated NPC to point his finger at the PC and say "He did it!" And with Dominate, the target gets to re-make his save every day.