Balkoth |
https://2e.aonprd.com/Spells.aspx?ID=379
Seems like there's a lot of debate over how exactly it works, particularly in reference to whether the caster knows the save result of the people in the area.
But it could possibly have an extremely large effect on the world and how justice systems work (or evil kings forcing potential rebels/traitors into such zones constantly).
For those who have allowed it, how did it work out?
For those who didn't allow it, are you happy with the result?
It also seems like other effects like Dominate (also Uncommon) can have similar effects -- dominate a suspect and order them to tell the truth about whatever happened. If the suspect perceives it as a self-destructive order and doesn't respond, then that'd be evidence of at least some kind of guilt presumably (or at least a path to investigate down). Obviously rife for abuse, of course.
Alchemic_Genius |
As far as I know, you don't actually know if it works or not unless you roll Sense Motive and pass.
Dominate does let you know if it works because it sets up a mental link when it does. You would know right away because a passed save would not set the link. That said, there is a feat that lets you pretend that a domination spell passed when it in fact didn't.
I imagine that the foolish might assume anything (or almost anything) said under the zone to be truth, while the clever would use it to make it that much harder to lie.
I've never used it though, since RAW, succeeding a Coerce or Request gives you garanteed information; while zone of truth just foils lying, so you still have to actually persuade them. Since spells cant get bonuses at all, and skills can, the skill check is way more likely to work
Balkoth |
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People keep mentioning coercion but it literally says:
"The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way."
So that doesn't appear like you can force a suspect to confess.
Also, it doesn't say the target tells the truth. If you try to demand that person A admits that person B was at X location, then if you intimidate A they'll give you the information you seek...even if it's a lie. Because they're scared of you and will agree with your incorrect conclusion to protect themselves.
Alchemic_Genius |
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People keep mentioning coercion but it literally says:
"The target gives you the information you seek or agrees to follow your directives so long as they aren't likely to harm the target in any way."
So that doesn't appear like you can force a suspect to confess.
Also, it doesn't say the target tells the truth. If you try to demand that person A admits that person B was at X location, then if you intimidate A they'll give you the information you seek...even if it's a lie. Because they're scared of you and will agree with your incorrect conclusion to protect themselves.
"Gives you the information you seek" is telling you the truth (to their knowledge) on a subject.
In game turns, if you pass the check, you get what you want; if you fail the check; thats when they'll keep their mouths shut or attempt a deception check (or maliciously comply and give you the bare minimum). Punishing a player for passing is against the spirit of the rules.
That said, the person complies to their ability, so like a grunt that really only does know only surface level stuff can't give you more than that no matter how good you roll.
The "as long as they aren't likely to harm the target" is really only based on player behavior. If they have a history of executing/torturing/etc people even after they get what they want, then yeah, they'll lie or whatever if that'll help, but otherwise they'll work with you. Even the most wicked parties I've been in let people go after intimidation specifically because letting people if they comply is a great way to get more people to comply in the future
Sanityfaerie |
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The "as long as they aren't likely to harm the target" is really only based on player behavior. If they have a history of executing/torturing/etc people even after they get what they want, then yeah, they'll lie or whatever if that'll help, but otherwise they'll work with you. Even the most wicked parties I've been in let people go after intimidation specifically because letting people if they comply is a great way to get more people to comply in the future
If it's part of an official legal inquiry, though, openly admitting that you were responsible for committing whatever the crime was or otherwise scheming against the state is highly likely to result in harm. Like, Coerce is great for leaning on potential informants. It can be useful for getting witnesses to squeal on their buddies (as long as those buddies aren't likely to come back to punish them for it). It's really not great for getting people to confess that they were the ones who did The Objectionable Thing.
How important this is is going to vary greatly by campaign.
Deriven Firelion |
Alchemic_Genius wrote:The "as long as they aren't likely to harm the target" is really only based on player behavior. If they have a history of executing/torturing/etc people even after they get what they want, then yeah, they'll lie or whatever if that'll help, but otherwise they'll work with you. Even the most wicked parties I've been in let people go after intimidation specifically because letting people if they comply is a great way to get more people to comply in the futureIf it's part of an official legal inquiry, though, openly admitting that you were responsible for committing whatever the crime was or otherwise scheming against the state is highly likely to result in harm. Like, Coerce is great for leaning on potential informants. It can be useful for getting witnesses to squeal on their buddies (as long as those buddies aren't likely to come back to punish them for it). It's really not great for getting people to confess that they were the ones who did The Objectionable Thing.
How important this is is going to vary greatly by campaign.
Thus why I only see the combat rules as worth discussing in terms of power balance.
You are exactly right. How much you get out of coercion or diplomacy completely defends on how the GM views both actions. Can you coerce someone into a confession? I would say yes, you can. Can you guarantee that confession is the truth? No, you cannot.
A party that leans too heavily into coercion could easily be set up for lies in a game like this one. Therein comes the use of your Perception in association with Coercion to see if the person is lying. If they're better than you at Deception, you can get set up.
Thus it is likely easier to do some kind of mind probe or charm spell.
Balkoth |
In game turns, if you pass the check, you get what you want; if you fail the check; thats when they'll keep their mouths shut or attempt a deception check (or maliciously comply and give you the bare minimum). Punishing a player for passing is against the spirit of the rules.
Exactly, the players get what they want. Or more specifically, what they ask for.
If they think person B did something at X location, then they can intimidate person A into "admitting" that person B did something at X location.
The PCs might very well be trying to frame someone incorrectly or just be bad investigators. Browbeating happens all the time.
But if they intimidate person A into answering "Who did the bad thing at X location?" then A will answer truthfully as long as A thinks doing won't harm themself.
The "as long as they aren't likely to harm the target" is really only based on player behavior. If they have a history of executing/torturing/etc people even after they get what they want, then yeah, they'll lie or whatever if that'll help, but otherwise they'll work with you. Even the most wicked parties I've been in let people go after intimidation specifically because letting people if they comply is a great way to get more people to comply in the future
Like Sanityfaerie said, the person who committed the murder (or whatever) is still not going to fess up (unless, of course, they think the punishment for fessing up will be less than not talking at all).