tim01300
2014-05-28, 09:09 PM
So my group and I had some issues on the charm person spell and what is allowed with it. Namely the bold section below.
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly; see Influencing NPC Attitudes, page 72). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed). An affected creature never obeys suicidal or obviously harmful orders, but a charmed fighter, for example, might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing red dragon for "just a few seconds". Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
As I read this the caster can ask the subject to do dangerous tasks, holding off a onrushing red dragon is not safe. My players argue that it doesn't necessarily mean harm... The situation was the parties charmed barbarian was told that there was a threat to the party in a tree below the cliff he was on and that he needed to attack it. This lead to two different arguments, the first that a charmed person can't be asked to fight because it would fall under the obviously harmful order. As far as I've always known this has been what people use the spell for the most, charm a monster or person and get them to fight for you for a bit.
The second that he wouldn't try to jump into the tree because it would be suicidal (only a 40ft fall for a level 10 barbarian at full health). He did fail the charisma check. This lead to the question of how much would be okay to ask the character to jump? 10 feet, 20 feet, 30? Should his jump skill matter on how high is ok? The player said 30 feet was ok but anything more wasn't. Then when I asked if would scale the cliff down to the tree instead of jumping he said it depended on how dangerous the cliff was. I guess I feel that if he fails his charisma check the player should be able to be put into danger like in the books example. Aside from that options are walk away, or stand still.
Can anyone help me out with some examples or what is allowed more specifically?
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly; see Influencing NPC Attitudes, page 72). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed). An affected creature never obeys suicidal or obviously harmful orders, but a charmed fighter, for example, might believe you if you assured him that the only chance to save your life is for him to hold back an onrushing red dragon for "just a few seconds". Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.
As I read this the caster can ask the subject to do dangerous tasks, holding off a onrushing red dragon is not safe. My players argue that it doesn't necessarily mean harm... The situation was the parties charmed barbarian was told that there was a threat to the party in a tree below the cliff he was on and that he needed to attack it. This lead to two different arguments, the first that a charmed person can't be asked to fight because it would fall under the obviously harmful order. As far as I've always known this has been what people use the spell for the most, charm a monster or person and get them to fight for you for a bit.
The second that he wouldn't try to jump into the tree because it would be suicidal (only a 40ft fall for a level 10 barbarian at full health). He did fail the charisma check. This lead to the question of how much would be okay to ask the character to jump? 10 feet, 20 feet, 30? Should his jump skill matter on how high is ok? The player said 30 feet was ok but anything more wasn't. Then when I asked if would scale the cliff down to the tree instead of jumping he said it depended on how dangerous the cliff was. I guess I feel that if he fails his charisma check the player should be able to be put into danger like in the books example. Aside from that options are walk away, or stand still.
Can anyone help me out with some examples or what is allowed more specifically?