Enchantment vs Players


Pathfinder First Edition General Discussion


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I've thoroughly given up on using any enchantment magic on players that's along the lines of charm person or suggestion, or even dominate.

As soon as a save against these spells gets failed, some flip gets switched in a players brain that activates every latent brain cell for the express purpose of qualifying for the Olympic Mental Gymnastics team.

Even the most innocuous of requests, such as prioritizing the wizards bodyguard instead of the wizard will be met with some variant of 'Oh, well actually the wizard looks just like my deadbeat father who I hate with every fiber of my soul. Yes I know my father was a celestial orc and this is a gnome, what's your point?' or 'I know he just said to attack my allies, but really these are just work acquaintances that I've known for 20 years, they're not REALLY allies!'

It's aggravating to the extreme, but I never try to push the issue past poking a couple of holes in their arguments, so I just treat it as a turn wasted for the bad guy and make a mental note never to bother with such spells again.

What've your experiences been with this situation?


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ahh, the problem is you have the spell cast against the players, which are immune to it (via being a real world person where magic is not a real thing). maybe you should have it cast at the characters?

joke aside, the thing is you need to keep players metagaming and player vs character knowledge at minimum.
when i was teaching 3rd edition d&d to young students it was done via rocks from the sky that increased in size (from 1d4 for the 1st offense up to 1d100 if it keeps up).


Yeah, you have a player problem. Many people find any loss of control or freedom to be intolerable, others just shrug and get on with the game. Have a proper discussion with your players about this issue before your next session and clear the air and come to a communal decision. If they are not inherently against it but just super argumentative and require a thick document in legalese to force them to do as they are told, slap them about the head and say the magic enforces the spirit of the command.

Mostly OK here. I have one player who tends to go for stupid interpretations of any orders given, like "kill my friends? my sorcerer picks up a rock instead of using spells" and I continually have to remind him that domination doesn't include loss of brain cells or any knowledge about the world or people ("dude, you know everyone is protected against fire, no casting Fireball").

Other than that they are all pretty good about such things. Some may need a reminder about the difference between charms and compulsions, but they go along with it. The Will saves in this party are high enough and we have two paladins so enchantments that make it through are rare enough it's hardly a problem even in the worst case.


Characters SHOULD strive to break enchantments and charms cast against them. Characters in books, TV, movies, etc always have that moment when their eyes return to normal, their own personality regains control and they call for help... that's what makes their allies and friends want to help them instead of simply say "oh, well!" and hack them down without mercy.
As a player, I HATE to lose control of my character. As a character, I will fight against the evil sorcerer's control. As a GM, I expect you to make judgments according to the rules. When I come up with a valid way to regain agency, even if only to say no to a command for a single round, I expect that you'll allow it to work.


Some players can't roleplay certain things very well. Nothing wrong with that. Talk to them and see if you guys can work out a solution. If you guys can't resolve this problem, then simply remove those spells from the game.

Its worth noting that mental gymnastics is the opposite effect the spell should be making. Charm spells should be making the characters think of the caster as a good friend, not resemble some hated family member or mortal enemy. Dominate spells should not be influenced by affected character's opinion of the caster or anyone else. The only time they should be able to fight back is if they "succeed on their saving throws".

Again, talk to your players about making a peaceful solution. You guys shouldn't be fighting over this.


marcryser wrote:

Characters SHOULD strive to break enchantments and charms cast against them.

That's what the saving throws are for. Failure is when you do whatever the enchanter tells you to within the limits of the spell until it wears off on its own or Protagonist-chan does the whole "this isn't you, please fight it!" speech casts Break Enchantment.

marcryser wrote:

Characters in books, TV, movies, etc always have that moment when their eyes return to normal, their own personality regains control and they call for help... that's what makes their allies and friends want to help them instead of simply say "oh, well!" and hack them down without mercy.

......?

you/your players routinely kill any dominated PCs?


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Kill their characters, raise them as undead. No more interpretation there.

If that doesn't work (or even if it does), kill the players, raise them as undead.


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I have a small house rule for players being affected by enchantments and social skills. Basically, since you can't (or shouldn't) tell the players what to do, I instead like to impose penalties for doing something in opposition. This maintains free will, but still allows such actions and spells to still have an effect on a player.

Player's already operate on different rules, so it is not so far afield and certainly more interesting than blanket immunity.


My group is pretty mature, and we roleplay weaknesses. This is because we've had the experience of the invulnerable party, and it's less fun. Even for the roll-players - overcoming the challenge when it's stacked against you is way more fun.

The one time we don't embrace it 100% is when we have to kill other PCs. It's not that we don't want to embrace the game, it's that one PC killing another PC is more divisive than th GM killing a PC.

This doesn't mean we don't do it, but I had my Bloodrager fight defensively when he was confused (which wasn't out of character for him). Having our characters die later in the combat to a monster is fine, even if 90% of their HP was taken by another PC. Having a PC land the killing blow often leaves a bad taste in everyone's mouth though, so I try to avoid that.

Besides that, a Dominate effect shouod turn the PC into aj NPC though, so there isn't much wiggle room there. I think you're within your rights to take the character sheet and play them as an NPC (which also helps prevent the resentment of a PvP death).


I remember one time that my character was charmed in combat. I spent the rest of the combat trying to convince the enemies to run away before my allies killed them.


The OP's situation is ridiculous, and my heart goes out to any GM who's had to deal with such nonsense.

Charm Person makes you view the target "as your trusted friend and ally" and makes you "view their words and actions in the most favorable way". There's no getting around that.

Now, as to whether or not enchantments like this are an interesting part of the game that add to an entertaining and compelling experience, that's a whole different thing. Personally, I don't buy into the "removing player agency is always automatically bad" concept. A fireball or a sword to the gut removes agency, too. Or is a step towards it, at least.
But the yes/no consequences like most traps, paralysis, finger of death, etc. --I don't think those are very strong aspects of this system, and that they usually result in a less interesting/enjoyable encounter than something with mounting stakes and such (like losing hp or spell slots). And I think the charm and dominate spell families are at least closer to insta-death in their effect on the game's design than they are like an axe to the face or a ray of acid.
The only difference is there's at least some room for other outcomes besides complete success or utter failure. Charm Person makes you friendly to an enemy, but it doesn't make you an enemy to your old friends. So there's room for some skills and cool scenes there. And Dominate Person allows you a chance to resist actions that go against your nature, and telegraphs pretty clearly that you're acting weird, which--again--opens up the potential for something interesting to happen.


I'd hate to be the player who used the "not allies, just coworkers" defense next time they needed a flanking bonus or want to be targeted by an allies only spell or ability. Charmed in combat and want to ignore it? Guess whose running back to town to by some healing kits for when their buddies are done rough housing.

I don't like removing player agency, but I'm happy to take it away if they were using agency as a defense against game mechanics. I give my players a lot of rope, but when they abuse it for some purpose, I'll take it back just from them.


There's no real wiggling out of a Dominate Person. It's a telepathic link so it's not language dependent. You communicate understanding. It is pretty difficult to avoid them getting the second save however since a good or even mostly neutral party would have a solid argument on why they should get a second save. Even an evil party can have some solid arguments for a 2nd save.

Charm Person and Suggestion however are pretty hard to adjudicate since context is just so damn important.


My table's PCs usually have enough lingering resentment for each other that when it comes time to Mind Control and turn on the party, they go for it pretty whole hog.

However, I usually just command dominated characters to flee. Its rarely called out on because the players know I could order them to do anything, so fleeing for the rest of the combat until the others can fix the Mind Control is usually sufficient. And after it happens once, the party learns its lesson and always has magic circle against evil up anyway, I never have to waste 10 minutes of table time on enchantment spells again that campaign.


Scavion wrote:
Charm Person and Suggestion however are pretty hard to adjudicate since context is just so damn important.

Charm Person makes you view the target "as your trusted friend and ally" and makes you "view their words and actions in the most favorable way". I don't see much room for context to change that.

Suggestion, on the other hand, is a very poorly worded spell. Vague as vague can be.
Kasoh wrote:
...I never have to waste 10 minutes of table time on enchantment spells again that campaign.

I take it you're not a fan of such things, then?


One important thing to keep in mind is that enchantments are divided into charms and compulsions. Charms change the targets view of you. Compulsions force you to act in a specific manner.

Charm Person is a charm and simply causes you to view the caster as a trusted ally. But a person can have multiple trusted allies. So the target of a charm person is not going to turn on his party just because they have been charmed. Just telling the charmed person to attack his allies is not going to work too well. More than likely it would cause the target to do nothing. If the caster uses some finesse they may be able to get the target to do what they want. If the caster tells the fighter to attack the party mage more the fighter probably will not obey. On the other hand telling the fighter that the mage is actually a shape shifting imposter could work. That would at least get an opposed CHA check.

Suggestion and Dominate person are compulsions so they can get a lot better results. Suggestion does have to be worded in a manner that seems reasonable, but dominate person has no such restrictions. A character under a dominate person can be forced to attack the party and there is not much the player can do about it, unless he has some ability that allows him a second saving throw.


I feel sorry for the OP and it sounds like immaturity on the side of the players. I would have an OOC conversation with the players and point out that if they wish to interpret the rules are certain way then you can too. You can then explain that you have infinitely more resources at your disposal than the characters and could screw them over anytime you wished. But that you would rather play a game where everyone had a good time, yourself included. So could you please play receiving an enchantment spell the same way you would expect one you cast to be played. Alternatively, you're the next round of beer pong at a balor frat party...


Quixote wrote:
Kasoh wrote:
...I never have to waste 10 minutes of table time on enchantment spells again that campaign.
I take it you're not a fan of such things, then?

I find that enchantment spells over complicate a usually simple narrative. Creatures like Vampires and Succubi have dominate monster to fulfill their narrative purpose of 'shadowy manipulators' Those abilities set up encounters and the PCs are there to stop them, usually at the end of a pointy stick.

But, some PCs have terrible will saves and really high attack bonuses. It just makes so much sense to try to gain a bodyguard buddy if you can at will Dominate Person.

Then you're into these discussions about 'what constitutes against my character's nature' and because players are players, its silly.

If a PC fails against the enchantment, you've essentially created another plot, which is 'Save our friend from the mental domination.' If you're lucky, the solution is a casting of dispel magic or protection from evil away. If not, and if you have an actual plot you're interested in perusing, then its against your interest use the ability that can derail what you actually have prepared. I dislike not using the ability because of what is essentially an out of game reason, but I put time into prepping the actual adventure because that's the content I want to run and having to deal with the natural consequences of failed will saves against enchantment is...tiresome.

I'd rather the party just makes the obligatory gesture to protect themselves against Mind Control and then I never have to use it and we can all enjoy the game more.


That's legit.

I think with a succubus-type opponent, though, it's like...that's the majority of the encounter. So when you plan for the encounter, you plan for the enchantments and stuff.

The vampire, though. I get that. Here's a foe with a jillion abilities. They're fast and tough and can deal a ton of damage and are super smart...and they can also toss out some enchantments.
Once you get to the point that an antagonist has so many combat options, it can be hard to budget for an encounter with them in a session. Like, is the Balor going to charge in and murder everyone, or will they blast everyone from a mountaintop, or will they send some lesser demons in as assassins, or will they try to corrupt the government of the nation the PC's currently reside in and defeat them with bureaucracy?

I don't think there's anything wrong with favoring certain options over others for the sake of the game's pacing. A vampire may try to dominate a lone foe it doesn't want to destroy, but against a group of opponents? I think it's reasonable to focus on more direct forms of attack, or even forms that are less all-or-nothing; if I was a vampire and was faced with a group of good-doers confident enough to square off with me, I'd probably assume that spending a whole turn targeting one of them with a pass/fail sort of attack would be a dangerous gambit.


Oh these threads are always adorable.


And...what does that mean, Artificial 20? Or is that the full extent of your addition to the conversation?


Once again, I cry for balance. OP's player's are being intentionally obtuse and obstinate, and that stinks for everyone. On the other hand, loss of control suck, and as I've shared on other threads, I HATE mind control (especially with no or minimal chance to resist). I'm all for players finding creative ways to try and fight compulsions. On the other hand, while you struggle, if you failed the save and the spell has you, you do also need to play in good faith to the rules.

If told to attack your allies, you'd better attack, and not with a rubber chicken. It's not unreasonable to say that you don't use your biggest most sure fire whammy either though. Basic attack is acceptable. You should't have to lay out your 7+ feat power combo that almost guarantees an insta-kill.

Trying to use the wording of a command in false or extremely unlikely meanings may be fine for a d*ck Jinn granting a wish, but not for the dominate spells. It's also not unreasonable for the player/character to follow the letter of the command, and force the caster to be as specific as possible.


Sysryke wrote:
Once again, I cry for balance. OP's player's are being intentionally obtuse and obstinate, and that stinks for everyone. On the other hand, loss of control suck, and as I've shared on other threads, I HATE mind control (especially with no or minimal chance to resist). I'm all for players finding creative ways to try and fight compulsions. On the other hand, while you struggle, if you failed the save and the spell has you, you do also need to play in good faith to the rules.

"Play in good faith"

This is the most important aspect. If your players aren't playing in good faith there are more problems than mind-control spells.

Some groups might have different ideas about how to handle mind-control, role-playing or a host of other aspects of the game. The important thing is that the group is on the same page. In this case they most certainly weren't and the players don't sound like they were acting "in good faith".


Just to clarify, I meant to say, it's not okay for the player to try and use fraudulent interpretations of a command to weasel out of it. Follow the letter of the command? Sure. Ignore or stomp all over it's clear contextual intent? No.

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