Defining "Obviously harmful act."


Advice


So, yeah. My GM and I are arguing over a question of "obviously harmful." My PC and his cohort have deemed one of the party members to be a Hostile Entity. If, in theory, I were to steal all of this hostile PC's stuff - including his spell books, etc - and hide it all in an extradimensional space that only these two people can access (pocket dimension keyed to a specific bloodline), would I be within my rights to consider giving his stuff back "an obviously harmful act" for the purposes of Suggestion?


I'd go with how immediate the threat is there for the obviousness of the harm to you. Spellbooks? A well-phrased suggestion could probably give him access. A magic item he could use immediately to harm you? Obviously harmful. If they're all stored together and you couldn't just retrieve the spellbooks? Obviously harmful.


Give a wizard/magus/arcanist their spell books... I mean, the threat isn't immediate as in "they're going to fireball me RIGHT NOW", but the threat is THERE, "They're going to fireball me."


No, you wouldn't. 'Obviously harmful' is obviously harmful. If you have to stop and try and consider whether it might be, or could possibly be, or could potentially turn out to be... then it's not obviously harmful. If the course of action doesn't go like this "I do this and this harmful thing happens (I stick my hand in fire, I fall off a cliff, I die, etc)" rather than "If I do this... then this might happen... and that would be bad," the it isn't obviously harmful.
"Jump in the pool of acid." is obviously harmful.
"Jump in that pool of water (which is acid that looks like water)" is not obviously harmful.

What about the action is harmful to you? Is it retrieving his belongings from the extradimensional space? Are his belongings horribly trapped to incinerate you when you touch them (and you are clearly aware of this)? Then no, it's not obviously harmful.

"Let's fly to Las Vegas." is not a harmful suggestion; even if you're afraid of heights. If you fail, you will take the reasonable action and just be terrified the whole time. It's not obviously harmful, even if there's a storm or a chance the plane will crash or if some terrorist organization has threatened to blow up a plane that day. Harm can be a possibility, but that's not the same as obvious.

"Walk over that broken glass (and you have no shoes on)" is obviously harmful.
"Walk to the next town (and you have no shoes on)" is not likely to be obviously harmful, even though you might get a blister.

If he says, "Give me my stuff back", that's not obviously harmful unless touching his stuff is obviously harmful or handing it to him would cause some explosion or burst of damage (and you are obviously aware of this). The possibility that he might then smack you in the head with his spellbook is not obvious, even if he's known for smacking people with his spellbook, because it has nothing to do with the suggestion.
If he had suggested, "Give me my stuff so I can kill you with it." then giving him his stuff would obviously be harmful (even though the second part of the statement has nothing to do with the suggestion part of the spell, it's inclusion would make it 'obvious' that it will be harmful (through direct statement, rather than presumption or assumption or probability).


Thing is, the whole point of taking their stuff, like the spell book, was to make them less of a threat to my characters' well being. The whole POINT is that they consider him hostile, and therefore a threat in and of himself. The gear, spell books, etc, are all weapons. It's like giving a deathknight back his freaking sword - he's GONNA stab you with it, are you stupid?

It's a gut reaction here. Mage + Spellbook = armed. Mage - spellbook = less armed.


Enemy mage with spell book is OBVIOUSLY a bad thing, is the whole point there.


Zarius, I actually told you how to finesse the situation in my earlier post. Make sure that his spellbooks are bound to something immediately dangerous and the suggestion hangs on the obviously harmful act.

If you can't be bothered manipulating the situation to your own benefit, then yes, the wizard is going to win this little PvP episode.


AVR, your suggestion is fantastic, and I appreciate it greatly. My comments were geared toward Pizzalord, not you.


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Zarius wrote:
Thing is, the whole point of taking their stuff, like the spell book, was to make them less of a threat to my characters' well being. The whole POINT is that they consider him hostile, and therefore a threat in and of himself.

A threat, is not obviously harmful. A threat is a threat. I could stand and threaten you all day long, I could hold a sword while I do it, I could even wave the sword at you and make bluff checks so you think I am actually trying to hit you and it is not harmful in the context of the spell. 'Harmful' doesn't mean 'hurts your feelings' or 'makes you feel insecure' or 'any excuse you can try and come up with to game the spell mechanics when you fail your saving throw'. It means you will come to direct harm from taking the suggested action, not as a potential outcome of the result of taking the suggested action (which is already clearly stated must sound reasonable, but you aren't discussing whether it is or isn't, you're trying to make it into 'obviously harmful'). For example, asking someone to jump off a building is not normally reasonable. Asking a person wearing a ring of feather falling to do so, would work in the exact same conditions. You don't even have to know what's considered reasonable until you make the suggestion (you can certainly guess intelligently) to the person who failed their save (which you know) and if they immediately refuse, or don't, you've learned something about them.

Quote:
The gear, spell books, etc, are all weapons. It's like giving a deathknight back his freaking sword - he's GONNA stab you with it, are you stupid?

I find it hard to believe you are going to try and tell us that every piece of his gear is a weapon. Even if it was, a suggestion to hand him a sword is not an obviously harmful act unless by placing it in his hand a burst of damaging energy is released or he's giving off electricity that will travel through it and shock you. Even if he had the power to activate it to do so or was going to swing it at you, that is not part of the spell's scope, it does not take into account future possibilities or alternate timelines or give a prophetic glimpse into the future.

"Oh, I didn't have to cook dinner when he suggested it. That must mean that by feeding him, he'll have the energy to attack me in the future." Sorry, no.
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It's a gut reaction here. Mage + Spellbook = armed. Mage - spellbook = less armed.
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Enemy mage with spell book is OBVIOUSLY a bad thing, is the whole point there.

Really?! You think it's obviously harmful that this mage is going to... get his spellbook, rest for 8 hours, meditate for 15 minutes (this at the least), prepare a harmful spell, and then cast it on you... and this is supposed to be accepted as an excuse to avoid the consequences of failing your Will save against a spell 8 hours before?

If he already had the harmful spell you are claiming, his having the spellbook is entirely irrelevant. It is clear you are just trying to find a way to get around failing your save and accepting the consequences by having to roleplay it.

The clause in suggestion is to prevent a caster from forcing a target to directly and immediately harm themselves. It is not there to allow byzantine, meandering logic. If you have to stop and try and explain how it would harm you, it doesn't work for the excuse.
"Well, he might attack me later."
"Well, he's a bad guy and he'll be a bad guy with his
ring of water walking!"
"He'll be able to use his spellbook to prepare his spells, like
magic missile or [gasp] most harmful of all... a-another suggestion!"
None of which are valid excuses. Both avr and I have given you valid answers for making it unsafe or why you can't just ignore your failure.

Both avr and I have explained how to avoid it or why you can't (in the context of your stated situation). You can also trying just being prepared. Raise your Will save, use protection from evil (+2 resistance bonus, assuming he's evil, if not, use a different protection, and that's just in case the spell doesn't just stop to suggestion from taking hold flat out), supress charms and compulsions (+4 morale bonus, which stacks with protection from evil.

Otherwise, nothing about the potential suggestions you've stated is obviously harmful. Like avr told you, only if you make it so that directly retrieving the items is harmful, will that be the case. And it can't just be that it's harmful by you being blatantly stupid or obtuse. Obviously if you trap it with a fire trap or a symbol or rune that you could disarm or otherwise wouldn't harm you, that's not valid by saying "Well... it might harm me, if I don't take the normally reasonable steps I am aware of." Just like a suggestion to "Hold the door for that lady and then close it against the cold when she's left," can't be refused as obviously harmful because "I might catch the sniffles from a chilly breeze as I open the door" or "What if I hold my hand in the doorway when I close it and slam the door on it accidentally... three or four times. That's obviously harmful! Free ignore!"


Zarius wrote:
So, yeah. My GM and I are arguing over a question of "obviously harmful." My PC and his cohort have deemed one of the party members to be a Hostile Entity. If, in theory, I were to steal all of this hostile PC's stuff - including his spell books, etc - and hide it all in an extradimensional space that only these two people can access (pocket dimension keyed to a specific bloodline), would I be within my rights to consider giving his stuff back "an obviously harmful act" for the purposes of Suggestion?

The problem has nothing to do with definitions and the Suggestion spell, and everything to do with a party dynamic so dysfunctional that the game has turned into a weapon against one another.

The answer to the question is irrelevant. You all need to step back from the game and sort this party dynamic out, because this is not a situation that arises from characters having a disagreement. It's a situation that arises from players being antagonistic toward one another, and that's one of the fastest ways to torpedo a game.


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Yeah, stop worrying about in game stuff and start worrying about yourself and this other player being antagonistic towards one another.

The GM shouldn't allow this in this sort of behavior in the first place, not unless both players have openly agreed to it.


"Obviously" is an ironically pretty vague or subjective term. Giving the wizard the spellbook is as harmful as giving a fighter a sword. I don't think suggestion protects you from arming your enemies.


Thunderlord wrote:
Giving the wizard the spellbook is as harmful as giving a fighter a sword. I don't think suggestion protects you from arming your enemies.

Yes, in so much a fighter doesn't have to rest for 8 hours, spend 15 minutes meditating on his sword and then can get up and hit you with it :p.

But agreed, there's no protection against giving someone an item (especially their own item) unless you would be directly harmed doing it, by the 'obvious harm' clause of suggestion.

Suggestion does, however, also have an unreasonable clause. At least, the phrase must make the request sound reasonable at the time. (and I am pointing out that this topic and question has nothing to do with the 'reasonable' nature of suggestion on the 'obvious harm' part.

For instance, it would be unreasonable to suggest that a jailer hand you your sword or lockpick while you're in a cell. You could possibly pull it off by saying "Ugh, that hard crust of bread is stuck in my teeth. Can you pass that little piece of wire so I can get it out?"

Similarly, if the wizard in this example were a prisoner or being held captive and being prevented from preparing spells, him asking for his spellbook would not normally be considered a reasonable request... unless... he were sitting there and suddenly said, "Ugh, there's a roach here. Pass me that heavy book so I can squash it." That might work.


My opinion: obviously harmful act is read as immediately harmful act.

Such as the difference between:

Suggestion: "go jump off that cliff"

vs.

Suggestion: "Go stand next at the very edge of the cliff and face outwards and away from me while I stand behind you"

vs.

Suggestion: "Go stand next at the very edge of the cliff and marvel at the beauty of the landscape"

.

In the first suggestion, this is a no-brainer. Obviously harmful.

In the second suggestion, this is a grey area. The target of the suggestion is still allowed to perceive this as harmful/not-harmful. If the target of the suggestion has previous knowledge that the caster is hostile, the spell fails because it is obviously harmful to stand at the edge of a cliff in a position where you're unable to defend yourself against being pushed off the cliff. If the target of the suggestion has previous knowledge that the caster is friendly, the spell succeeds because it is obviously not harmful.

In the third suggestion, this is a no-brainer. The spell succeeds, whether the target of the suggestion perceives the caster to be hostile or not.

Grand Lodge

Definition of harmful: causing or likely to cause harm.

The broadest definition of Harm: loss of or damage to a person's right, property, or physical or mental well-being.


So in my opinion, the OP’s suggestion to retrieve a spellbook for a hostile wizard would qualify as the 2nd suggestion example I posted earlier, except it would fall under obviously harmful. It would be the same as retrieving a +5 vorpal dagger for a hostile rogue, or the same as a suggestion to "prostrate yourself in front of that hooded executioner (who is wielding an executioner's axe)".

However if the hostile wizard is clever with his wording of the suggestion, such as “put the spellbook on the table and open the spellbook to page 10 and go retrieve the reagents for that spell”, it would succeed.


If you're not sure if it counts as obvious, it's not obvious.

That said, I usually think the best way to look at these definitions is... what else would and would not be ruled out? Like, Dominate Person's "actions against its nature". Clearly they don't mean you can only order the target to do things it would do anyway of its own free will, because that would be a pretty lousy level 4 spell. It makes much more sense as the difference between "kill your wife" and "kill that person down the street". For Suggestion's "obviously harmful", they don't mean "if you think about it, would it have bad results" or "you have a theory this is dangerous", they mean "heck no, nope nope nope I am not getting near that bomb for a million dollars" type of things.

You ever look out over a cliff or a balcony or something and get this random urge to jump, or briefly imagine doing something horrible to hurt somebody? And then you think "wtf no" and move on? Something like that, that you can dismiss even when it's actually your own thought (if mental illness isn't a particular factor, anyway) is the kind of thing those spells can't make you do.


Claxon wrote:

Yeah, stop worrying about in game stuff and start worrying about yourself and this other player being antagonistic towards one another.

The GM shouldn't allow this in this sort of behavior in the first place, not unless both players have openly agreed to it.

Aaaactually... The other player and I discussed this ahead of time. They knew roughly how my characters would react. We, as players, are being perfectly civil about this. This IS purely in-character conflict. We're also being fairly careful not to let the inter-character dynamic spill over to the rest of the party.


Doesn't seem "obvious" danger to me. While a wizard with a spellbook may be dangerous it's not putting you in direct immediate danger to give him one.


Unless the action of handing a book to someone (what that person may do with the books is not relevant) is likely to result in immediate, grave bodily injury, the answer is no. This is not an obviously harmful act.


If it is clear that the action will cause you damage it is obviously harmful. Otherwise it is probably not.

Giving someone a weapon, even if they might (or are likely to) hurt you with it, it is not something that is obviously harmful. Giving someone something is not going to hurt you. That is the action we are talking about, not some future action of another person that might hurt you.

Grand Lodge

Mid combat, disarming yourself by giving over a weapon or divine focus is harmful. Harm does not have to be damage.

Again using the broadest definition of harm found in Webster's "loss of or damage to a person's right, property, or physical or mental well-being."

Being in a standoff and having to give up my weapon is both unreasonable and loss of mental well being.


Grandlounge wrote:

Mid combat, disarming yourself by giving over a weapon or divine focus is harmful. Harm does not have to be damage.

Again using the broadest definition of harm found in Webster's "loss of or damage to a person's right, property, or physical or mental well-being."

Being in a standoff and having to give up my weapon is both unreasonable and loss of mental well being.

"Obviously harmful" means something that will directly cause the target harm, not an inconvenience or lessening of capabilities.

Grand Lodge

If you are in a knife fight and you hand over you knife you are now just being held at knife point this is a "loss of mental well being" harm by the dictionary definition of the word.

If you think the game uses a different, more restrictive definition of harm, I'm open to evidence but in lue that using the broadest definition of the word will necessarily cover the most interpretations of the rule.

An other example go fight that dragon. Real world equivalent "go fight 5 weight catogories above your own." These order are mentality detrimental, and will most likely result in direct physical harm."


If you go by that defintion, being compelled to obey someone else's suggestion is a 'loss of mental well being' so suggestion would never work. I submit that this is not a useful definition.

The most common, simplest definition of harm is 'injury.' Pretty much as I said earlier, if the action will cause you to take damage it is harmful, if it is readily apparent that that will happen, it is obvious.

Dropping a sword won't hurt you. Stabbing yourself with your sword will.

Grand Lodge

Only if you ignore the order of operations obvious harm criteria only applies to the question being asked, not the effects of the spells or the mental controll.

Every request has to fulfil 2 criteria reasonable and does no obvious harm. Droping a weapon in a fight, at minimum does not fit reasonable, and it is arguable the it does harm.

Buff your allies, protect the wizard, focus on accuracy and see what your gms limits are. The spell is hard to use by design. Subjective language let's gms target the power to their games, but the spell containing multiple restrictive qualifiers means the spell's abilities are meant to be restricted and qualified.


Grandlounge wrote:

Only if you ignore the order of operations obvious harm criteria only applies to the question being asked, not the effects of the spells or the mental controll.

Every request has to fulfil 2 criteria reasonable and does no obvious harm. Droping a weapon in a fight, at minimum does not fit reasonable, and it is arguable the it does harm.

Buff your allies, protect the wizard, focus on accuracy and see what your gms limits are. The spell is hard to use by design. Subjective language let's gms target the power to their games, but the spell containing multiple restrictive qualifiers means the spell's abilities are meant to be restricted and qualified.

The limitations put in effectively prevent the caster from ordering the target to coup de grace himself.

They do not prevent the caster from ordering the target to place himself into a disadvantageous position.


Cavall wrote:
Doesn't seem "obvious" danger to me. While a wizard with a spellbook may be dangerous it's not putting you in direct immediate danger to give him one.

Except immediate isn't a requirement.

Only obvious.

Giving the BBEG the key to Hell with which he can bring a diabolical horde isn't immediate danger, but it's obvious danger.


Omnius wrote:
Cavall wrote:
Doesn't seem "obvious" danger to me. While a wizard with a spellbook may be dangerous it's not putting you in direct immediate danger to give him one.

Except immediate isn't a requirement.

Only obvious.

Giving a wizard a spellbook is not inherently dangerous. A wizard may, or may not, choose to act against the target at a later time, but that is a matter of conjecture. He could just as easily choose to leave, or take any number of other actions.


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Omnius wrote:
Cavall wrote:
Doesn't seem "obvious" danger to me. While a wizard with a spellbook may be dangerous it's not putting you in direct immediate danger to give him one.

Except immediate isn't a requirement.

Only obvious.

Giving the BBEG the key to Hell with which he can bring a diabolical horde isn't immediate danger, but it's obvious danger.

The spell states "An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing." Obvious danger is not necessarily a deterrant...and the OP was asking about obvious HARM. In the case of suggestion/charm person/etc I would think that the term HARM would be the same as Hostile Action, which is defined as "A hostile action is any attack or effect that causes direct harm to an opponent in the form of damage, negative conditions, or any other effect that penalizes or hinders a creature."

Thus, causing mental distress by having someone drop their weapon mid combat is "harm" in that it is causing an immediate hinderance. Asking that someone to hand their SPARE weapon over is not harm. By the same token, to the OP's question, asking someone to return stolen property is NOT harm even though you might perceive it to be something dangerous to do. It is not causing you immediate injury to do so, inflicting any penalties, nor is it doing even so little as just hindering you.


Grandlounge wrote:

Mid combat, disarming yourself by giving over a weapon or divine focus is harmful. Harm does not have to be damage.

...
Being in a standoff and having to give up my weapon is both unreasonable and loss of mental well being.

The spell would not work, you are correct, but only because the suggestion itself is unreasonable (as you qualified it in your example, since we don't know the exact wording, we will take you at your word that it was couched in an unreasonable manner). So by that nature the spell will fail, but that is not the case with this discussion, which is clearly only about the 'obvious harm' part of suggestion (both in the OP question and titles). Using and example where you flat out disqualify your 'suggestion' by making it unreasonable and then using that as proof that the suggested act is 'obviously harmful' is disingenuous to the discussion.

If the suggestion had been phrased "Let's all drop our weapons and talk this out," that would be a reasonable suggestion (even if the target is the only one that would be compelled to follow it. "Drop/give up your weapons," (which is what your example seems to imply) is not phrased reasonably for the situation. That same command would be, if the situation were different, ie. the party was entering the king's chamber, or palace, or even bar with a no weapons policy. Being without your weapons puts you at a disadvantage (if you are attacked) but isn't unreasonable, nor is it obviously harmful.

Mental well-being has no bearing (on 'obvious harm', which is the discussion), and assuming you aren't talking about mental damage and drain or effects that would cause a mental condition like confusion or insanity. For example, depression, embarrassment, shame, etc. from being compelled to do something you later realize you shouldn't have done isn't prevented.

Omnius wrote:
Giving the BBEG the key to Hell with which he can bring a diabolical horde isn't immediate danger, but it's obvious danger.

In the case of this spell, 'danger' is not 'obvious harm'. It is dangerous to stand on the edge of a cliff or balcony. The suggestion spell could get a person to walk out onto a balcony or cliff if phrased reasonably (for the situation). Ie. "Let's go out on the balcony and admire the view." or "We can get a better look at the area from that cliff." (now if there was an earthquake going on, that would affect the 'reasonableness' of the situation) but the 'danger' doesn't equate to 'obvious harm' in example like the one you've given us.


By the definition of the spell, you could on fact give the key away. It's very dangerous. But giving someone a key is not obviously harmful. Stupid yes but not obviously harmful.

So yeah. I stand by my statement. A wizard with a spellbook is dangerous. But not obviously harmful to the person handing over a book.

Shadow Lodge

Pizza Lord wrote:
Mental well-being has no bearing (on 'obvious harm', which is the discussion), and assuming you aren't talking about mental damage and drain or effects that would cause a mental condition like confusion or insanity. For example, depression, embarrassment, shame, etc. from being compelled to do something you later realize you shouldn't have done isn't prevented.

That's not actually true. Ultimate Intrigue discusses the use of enchantments at length:

Spells of Intrigue:Enchantments wrote:

The main danger with enchantments lies in removing agency from a character, either a PC or NPC, and the main difficulty in running them is adjudicating just how much they do so. As such, they are much easier to deal with than divinations, as they have less variety in the difficulties that arise. In all cases, a DC 25 (or lower) Sense Motive check notices that someone is enchanted. (See Skills in Conflict for more information on using Sense Motive to detect enchantment.) Charm Person: The main thing to remember about charm magic is that it is not a compulsion (that is a different subschool of enchantment), which means it doesn’t directly force someone to do something. Instead, the spell basically makes someone feel like the caster is a friend, and puts what the caster says in the best possible light. Just like in the Diplomacy section of Skills in Conflict, being someone’s friend doesn’t mean the caster gets to dictate everything they do, and even the opposed Charisma check the spell grants can only go so far; it doesn’t compel them to act exactly as the caster desires.

For instance, an evil necromancer might be willing to allow her friend to sit as her new right hand, but she won’t quit her entire life’s goal just because a friend asked, even with an opposed Charisma check. This advice applies equally as well to other charm spells (such as charm animal and charm monster).

Suggestion: Suggestion and its ilk, on the other hand, actually are mind-controlling spells. The key to suggestion is that it has to be presented in a reasonable fashion—and certain suggestions would simply never be reasonable for the target in question.

The more creative the player, or the sharper his understanding of an NPC’s motivations, the more often he can use this spell to his advantage. Players should be rewarded for this type of ingenuity, especially at lower levels when suggestion is one of the most powerful spells available. In mid-level play (or for a resourceful low-level villain), adversaries might start to succeed at Sense Motive checks to notice suggestion effects, potentially using protection from evil or similar spells to either protect against them or end ongoing compulsions.

In mid-level play, enchantments become more versatile, affecting more creature types, and dominate spells also come into play.

Dominate Person: Unlike suggestion, this spell gives the caster total control over another character, and the demands don’t need to be reasonable. The one saving grace in a game that employs intrigue is that the Sense Motive DC to detect the effect is only 15, so someone is very likely to notice it. Still, the effect is quite powerful, and it can potentially ruin a player’s time if her character becomes dominated, or it can ruin a plot if players dominate a vital NPC. The spell even allows a caster to use the dominated creature as a spy and see through its eyes, though again, the low DC of the Sense Motive check means that there are usually better ways to do so. In addition to other means of protecting against compulsions, dominate person has two special escape clauses.

First, the creature never takes obviously self destructive actions. The spell doesn’t mention whether this means only bodily harm, but there are many sorts of destruction beyond the physical. For instance, a command to make a king announce something that will obviously irreparably destroy his reputation and tear his kingdom apart likely counts. Even if something isn’t obviously self-destructive, each time a command forces the dominated person to take actions against his nature, he receives another saving throw with a +2 bonus. It’s up to you to determine how often to give these new saving throws if orders result in many successive acts against a character’s nature, but be fair in applying them at the same rate for both PCs and NPCs. Since being dominated can be highly frustrating for PCs, you can consider choosing a particularly fast rate in applying these new saving throws in both cases, though be sure to let the PCs know about this if it looks like they can use a dominate effect before the NPCs do. The advice here also applies to dominate monster.

So:

(1) Non-bodily harm, including social or political harm, can be included in "self destructive actions."
(2) The reactions of others to your actions can be considered in determinging whether harm is obvious (eg the physical act of making an annoucement doesn't ruin a reputation and destroy a kingdom, others' reactions to the announcement do that).
(3) Actions that aren't obviously self-destructive can still be unreasonable per Suggestion. The requirement to phrase your Suggestion reasonably is an intended limitation on the spell, but it's also intended to be exploitable by a creative caster.

By these guidelines, giving a hostile wizard a spellbook might be considered obviously self-destructive depending on how certain you are that he can and will use the spellbook to hurt you. Even if it's not "obviously self-destructive," it could still hazardous enough to be considered unreasonable.

If your character felt strongly enough about the threat posed by the wizard that he took special effort to take and hide his spellbook, then I would say that a simple suggestion to return the spellbook would probably be unreasonable. However, given that your PC is still at least nominally in the same party as the wizard, odds are pretty good that there is some way that the wizard could phrase a Suggestion that would result in him getting the book back. For example, he could Suggest that you give it to a third party member and then get the book from that party member - or otherwise Suggest that you move the book "for safe keeping" in such a way that would actually make it more accessible to the wizard.

Given that in this situation the GM is mediating a PC/PC conflict about what constitutes a reasonable Suggestion, I recommend thinking of at least one such Suggestion your character would consider reasonable, and telling the GM about it. That way the GM can assure the wizard's player that there is a possibility Suggestion would work - but the wizard's player has to figure it out.


Weirdo wrote:
Spells of Intrigue:Enchantments wrote:
First, the creature never takes obviously self destructive actions. The spell doesn’t mention whether this means only bodily harm, but there are many sorts of destruction beyond the physical. For instance, a command to make a king announce something that will obviously irreparably destroy his reputation and tear his kingdom apart likely counts.

That's certainly true, however, that is listed under dominate person person, under self-destructive actions. There are differences in the wording between the two. Self-destructive actions are obviously harmful (to you). Harmful actions are not necessarily self-destructive. The wording for suggestion can be read to mean that suggesting you do something 'obviously harmful' to anyone (including yourself) is prevented. Dominate makes the wording 'self-destructive' which means you could do harmful actions. While there might be some similarities in the judgement of the two and certain actions or suggestions (because those are limited only by imagination) could likely overlap, but that doesn't make them equal.

Being honest, looking at the context and (literal example) of non-bodily harm, it involves a king and the destruction of an entire kingdom and irreparable damage. A king ... being dominated to tear apart an entire kingdom ... and irreparable damage.

For purposes of this topic, a suggestion for someone to return the property they stole (not found, not mistakenly picked up, not claimed as treasure from the thieves and didn't realize it belonged to someone else) is not going to cause irreparable harm to their reputation. I understand their reasoning for the example they used (for dominate person specifically), but their example could have literally been anything. Any lowest common denominator, where we can say "Okay, it says a merchant that would lose his business and his reputation... clearly it would apply to the loss of a kingdom and irreparable harm." In this case, it's a pretty high bar for (non-bodily) 'self-destruction'.

If they wanted it to mean embarrassment or ridicule or fear that example would have come much easier than adding a qualifier like a 'king', 'irreparable damage' and 'tearing a kingdom apart'. It could have been, 'Despite being otherwise reasonable, suggesting a bully give a wedgie to someone might make people think they're a bully and that's 'obviously harmful'' They made the example something involving the ruler of an entire land, and not only the irreparable (which means completely destroyed and unable to be restored) damage... but also the literal tearing apart of a kingdom. They didn't even give an example of what that reasonably-framed suggestion would be. And it would have to be a reasonably-framed suggestion, otherwise it would fail on those merits alone.

Again, I can see how that example could apply (if you wanted to extrapolate and extend it to suggestion), but you have to take the example as it's provided. Ie. No comparing the loss of a king who destroyed his own kingdom to having to give a wizard his spellbook because he might prepare fireball the next day.

Quote:
Even if it's not "obviously self-destructive," it could still hazardous enough to be considered unreasonable.

This is clearly about 'obvious harm' (forgive me if you are just elaborating on another situation), but this topic has nothing to do with any other reason, that 'obvious harm' ('self-destructive' is dominate). You are stating that a suggestion is considered unreasonable, and that's why it fails, but you're then using the fact that it will fail, flat-out and without question, and that means that it must have been 'obviously harmful'. Those are two different things and you can't use an unreasonable suggestion's failure, as an excuse that it's harmful (it could be both, but since we have no actual phrase or wording for the example, we can only go by the qualifiers, one of which is that it's already unreasonable and that being unreasonable isn't the discussion).

Quote:
Given that in this situation the GM is mediating a PC/PC conflict about what constitutes a reasonable Suggestion, I recommend thinking of at least one such Suggestion your character would consider reasonable, and telling the GM about it. That way the GM can assure the wizard's player that there is a possibility Suggestion would work - but the wizard's player has to figure it out.

That might be fine in this situation, but allowing too loose an interpretation, or letting the targets constantly come up with reasons why they shouldn't have to obey compulsions (in ways where it probably takes longer than 10 seconds to explain) how the suggestion will irreparably and 'obviously harm' their reputation (meaning no possibility that they will be forgiven for failing a will save against a spell) and it leads to the destruction of fall or a kingdom... then you've removed the entire purpose of the spell and its functionality.


I would like to know why your PC views this character as hostile, and the events that lead to you stealing and hiding the equipment in question. That would give all of us insight into whether or not it is obviously harmful.

Shadow Lodge

Pizza Lord, I am confused about what you are trying to say and what you think I'm saying. I think you may be over-focusing on the details of my post rather than the general ideas.

The OP's ultimate question is not the meaning of obvious harm, but whether a wizard he considers hostile should be able to use Suggestion to compel him to return the wizard's spellbook. The passage I quoted discusses the limitations on enchantment spells, and thus is broadly relevant in determining what Suggestion is intended to accomplish.

While the example about the kingdom was given in the discussion about Dominate specifically, it is still relevant because Dominate is less limited than Suggestion - as the quoted passage states, Dominate gives you total control and your commands don't need to be reasonable, just not obviously self destructive. Thus any limitations on Dominate's interpretation of self-destructive or harmful acts probably also apply to Suggestion. If Dominate is limited in its ability to inflict social harm, then Suggestion is probably also limited in its ability to inflict social harm. If Dominate is limited in its ability to compel not just directly but also indirectly self-destructive actions, Suggestion is probably also limited in its ability to cause indirect harm. Or in other words, just because handing over the spellbook doesn't cause the target immediate physical damage doesn't necessarily mean that it's not considered harmful.

Now, the bar for what is considered "self destructive" on a non-physical level is certainly high. This is why I'm curious about why OP's character thinks the wizard is a threat - does OP-PC actually think that the wizard is practically guaranteed to ruin OP-PC's life if given the spellbook? And if so, why are they still in the same party?

The bar for "unreasonable" is a lower one, though - and the passage I quoted made it clear that that's intentional. Suggestion is supposed to be more powerful if you think creatively about it and understand the target's motivations. It does require a bit of GM adjudication. (From the quoted passage "The main danger with enchantments lies in removing agency from a character, either a PC or NPC, and the main difficulty in running them is adjudicating just how much they do so.") In the case of PVP mind control I think it is particularly important to spend the time to make sure that the spell is adjudicated fairly.

Pizza Lord wrote:
Weirdo wrote:
Even if it's not "obviously self-destructive," it could still hazardous enough to be considered unreasonable.
This is clearly about 'obvious harm' (forgive me if you are just elaborating on another situation), but this topic has nothing to do with any other reason, that 'obvious harm' ('self-destructive' is dominate). You are stating that a suggestion is considered unreasonable, and that's why it fails, but you're then using the fact that it will fail, flat-out and without question, and that means that it must have been 'obviously harmful'. Those are two different things and you can't use an unreasonable suggestion's failure, as an excuse that it's harmful (it could be both, but since we have no actual phrase or wording for the example, we can only go by the qualifiers, one of which is that it's already unreasonable and that being unreasonable isn't the discussion).

I have no idea what you're trying to say, here.


I think it really boils down to the difference between "could" and "will" for obvious harm.

Opening a door could end up hurting me, but it may not. If I don't know what's on the other side of the door then it's not obvious harm.

If I hear a monster or a man screaming he will hurt me then it's obvious harm.

Standing on a frozen lake could be dangerous. But with no evidence of cracking or holes before being asked it's not obvious.

Standing on lava is obvious.

So this wizard? Could use the book to hurt you. But unless he's made a statement that it's likely, or acted in a manner that made it clear this would result in immediate danger, there's nothing obviously harmful about it. Even moreso if phrased in a way he wants to use the book to help.

Further the book needs to be studied. Simply give the book over, fulfill the suggestion, then take it back or leave.


avr wrote:

Zarius, I actually told you how to finesse the situation in my earlier post. Make sure that his spellbooks are bound to something immediately dangerous and the suggestion hangs on the obviously harmful act.

If you can't be bothered manipulating the situation to your own benefit, then yes, the wizard is going to win this little PvP episode.

That's metagaming really hard. "I want to evade a possible spell, so I'll have my character do something he wouldn't do naturally."

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