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Running "Charm" --> Changes from first edition?


Advice


"Charm person" is one of those spells that suffered from A LOT of table variation in 1e. Case in point, my conception of spell worked very differently from my GM's when it came time to turn a "charm" victim loose.

My question for the board is this: Do you plan to change the way you run "Charm" in 2e, or do you plan to stick with the long-standing traditions of your group?


The new version feels a lot less problematic to me. I'll probably just use it.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

What I like about the new charm spell is that the target only knows what you were trying to do with a critical success on his save, or a regular success and a successful Identify Magic check.


Identifying spells is now a lot harder than it used to be.

You basically have to go to Legendary in the skill for that casting tradition to be able to do it reliably through the course of the whole game.

Making it very difficult for any one caster to be able to identify spells from a tradition other than there own. And that assumes they bother to raise their own.

As an example, I made a bard who had the Maestro muse. Unless I picked up one of the other muses there was no reason to really increase my Occult skill, it didn't do anything for me really. I had decided to focus on Deception, Diplomacy, and Performance.


Charm Person is a first level spell and should only be allowed to have a power level commensurate with other first level spells.


Wheldrake wrote:
What I like about the new charm spell is that the target only knows what you were trying to do with a critical success on his save, or a regular success and a successful Identify Magic check.

I love that they spelled that out. In a way, it feels as if the crit fail / success design space can be used as a "for example" kind of purpose. By telling us exactly when someone notices, we don't have to guess and change it up table-by-table.

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