Polymorph on Unwilling.


Pathfinder First Edition General Discussion


I have a evil wizard I wish to have shape change the players into mice with there ability sets and all that..
but it says in polymorph it doesnt work unless the player is willing, is there any versions or curses that supersede this?


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There's baleful polymorph, but it runs the risk of them losing all their abilities if they fail the second Will save.

Honestly, what you want (from what I've read in your other threads) isn't a spell (allows a save, which means that some of your party will probably roll high enough not to be affected) but a plot device. Which means you have to get your players on board with the concept so they're not paging through the rulebook saying, "Nuh-uh! Don't we get a save?"


Tie them up, then stick them with a Geas/Quest that resolves if/when they are polymorphed. Have the Wizard say they can either go the easy way (be willing target for a polymorph), or the hard way (get smacked with Baleful Polymorph until they fail, and have a chance of losing everything.)


Wizards can just create spells if they get strong enough right? Write them down in there books and keep using them, cant i just make it a experimental Baleful polymorph that allows a player to keep its Wisdom Charism Intellegence, spells and skills?


I mean i doubt they could beat the wisdom of a 10th level wizard at level 5.


You are GM, you possess the power to act outside the existing ruleset. It's your choice- it doesn't need to be mechanically possible within regular rules.


My Self wrote:
You are GM, you possess the power to act outside the existing ruleset. It's your choice- it doesn't need to be mechanically possible within regular rules.

Not according to my players, if I tried that I could expect them to take a swing at me or flip the table, calling me a tyrant and such.


Much of the assumptions of my abilities as a GM are predicated on my players having even a slight degree of respect or confidence in my abilities to do even basic things.


Bastion Girl wrote:
My Self wrote:
You are GM, you possess the power to act outside the existing ruleset. It's your choice- it doesn't need to be mechanically possible within regular rules.
Not according to my players, if I tried that I could expect them to take a swing at me or flip the table, calling me a tyrant and such.

Ouch, that stinks. But seriously, it's completely within your powerset. Point at this when they tell you that it's not possible.

The Most Important Rule
PRD wrote:
The rules presented are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt.


I hate overbearing DMs as much as anyone could... but if your players don't respect you or trust you enough to let you have any sort of flexibility... why are you GMing for them? They sound like a!#++@!s.


This is an option available to PCs as well, with GM permission.

Independent Research wrote:
A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks.

It seems ridiculous for PCs to complain when all you're doing is making a weaker version of an offensive spell that already exists.


Bastion Girl wrote:
My Self wrote:
You are GM, you possess the power to act outside the existing ruleset. It's your choice- it doesn't need to be mechanically possible within regular rules.
Not according to my players, if I tried that I could expect them to take a swing at me or flip the table, calling me a tyrant and such.

This is why I say you need to get your players on board.

If you spring a new spell on them that is communal rather than single-target and which doesn't allow a save, they will get mad and argue.

If you say, "Hey, guys, I have a great idea for a fun adventure, but it requires that your PCs get shrunk down to mouse-size to fit on all these cool mini-dungeon maps I've drawn. Are you cool with that?", you're opening a dialogue out of play, in a non-confrontational spirit, where it's not your NPC wizard against their PCs but all of you together planning a fun game. You can allay any fears they have ("Your gear shrinks with you, so you won't lose anything or have to rebuild your character sheet." "Yeah, when you complete this quest, you'll find the way to reverse the spell, and then we're back to normal.") and talk up how much fun it will be and how much work and thought you've put into it.

Surprising rules-lawyer players with a heretofore unknown rules element rarely works out well. Some parties will roll with it, but it doesn't sound like your players are known for being easy-going.

It's even in rule 0:

Quote:
The rules presented are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt.


Joana wrote:
Bastion Girl wrote:
My Self wrote:
You are GM, you possess the power to act outside the existing ruleset. It's your choice- it doesn't need to be mechanically possible within regular rules.
Not according to my players, if I tried that I could expect them to take a swing at me or flip the table, calling me a tyrant and such.

This is why I say you need to get your players on board.

If you spring a new spell on them that is communal rather than single-target and which doesn't allow a save, they will get mad and argue.

If you say, "Hey, guys, I have a great idea for a fun adventure, but it requires that your PCs get shrunk down to mouse-size to fit on all these cool mini-dungeon maps I've drawn. Are you cool with that?", you're opening a dialogue out of play, in a non-confrontational spirit, where it's not your NPC wizard against their PCs but all of you together planning a fun game. You can allay any fears they have ("Your gear shrinks with you, so you won't lose anything or have to rebuild your character sheet." "Yeah, when you complete this quest, you'll find the way to reverse the spell, and then we're back to normal.") and talk up how much fun it will be and how much work and thought you've put into it.

Surprising rules-lawyer players with a heretofore unknown rules element rarely works out well. Some parties will roll with it, but it doesn't sound like your players are known for being easy-going.

It's even in rule 0:

Quote:
The rules presented are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how
...

A one off ability is a far cry from a persistent rules change.

Even Paizo constantly breaks the "rules" in published adventures and path books routinely for one off story purposes. It makes for a better adventure.

The clause about discussing rules changes is for things that will be regularly in play and constantly different from the expected rules set, not for one off's that are thrown in for specific plot purposes.


The OP has said that the players are likely to argue and be angry. If you know that's what's likely to happen if you do something, then don't do it, or find a different way to get to the same place. This isn't about The Rules and who's right and who's wrong; it's about keeping everyone at the table having a good time.

If you know your players are prone to argue RAW, you don't want a technical loophole; you want their buy-in to the story you want to tell.


Joana wrote:

The OP has said that the players are likely to argue and be angry. If you know that's what's likely to happen if you do something, then don't do it, or find a different way to get to the same place. This isn't about The Rules and who's right and who's wrong; it's about keeping everyone at the table having a good time.

If you know your players are prone to argue RAW, you don't want a technical loophole; you want their buy-in to the story you want to tell.

As a GM you get to take some creative liberties, it is part of the game. If the players will complain about it, point to Rule 0. If they are that rediculous that they refuse to allow ANYTHING but RAW, tell them they can run from now on. Period. Mysteries, intrigue and plot twists cannot happen if you need to get the okay from the players every time something "strange" needs to happen. It will literally ruin the game as there won't be an element of surprise, ever.

The Rules are there to facilitate game play, to be used as guidelines for things to happen. As a GM you are are allowed to occasionally twist, bend or even break them. The Rules don't always allow for smooth gameplay or allow the story to go they way it should. If the Rules are getting in the way of an interesting or enjoyable plot, screw them, toss them aside. The players can complain and not play, or they can go with it and play. It is really that simple. Some of the best games people have been in, don't follow the rules, they contain the unexpected... Because they didn't follow the Rules.

As long as it isn't a matter of "rocks fall, you die" there is no good reason the GM needs to be constrained by the rules 24/7/365(356) in a home game. Players need to accept that too. If they want a RAW game, go play PFS, or better yet run they game themselves so they can enjoy it. Being a creative GM and basically getting stuck running the game as other people think it should be played is absolutely no fun. It sucks. If they don't want to play the game you are creating, they can go play someplace else.

*This is all assuming the GM is half way decent and not a tyrant, railroading, overbearing jerk as well. One who is trying to create a fun and enjoyable game for other people.

@OP, baleful polymorph is pretty much what you want. If you want them to retain their mental abilities, just cut out the one save. If the party questions it, just say it was a custom spell that targets physical form and was lower level. If they still question it, let them roll the Will saves and whoever loses out, loses out. Their problem.

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