KOLE
2019-01-09, 01:33 AM
Two specific scenarios have come up recently in game that I'm curious about feedback on, both involving spell saving throws.
Scenario A, party is under investigation from the crown after they took down a double agent who acted as the king's advisor. They did not yet have substantial evidence to bring for the trial other than a conversation the rogue had overheard. During the trial, the high priest placed all of them within a Zone of Truth. The party consented to this IC as their own Cleric has used the spell on numerous occasions. All the party members, however, made their saving throw and the priest informed the king that his magic was powerless on them and they were all still capable of lying.
The party would have much preferred to have failed their saving throws. Some spells specify effects of a spell on willing vs. unwilling creatures, I.E., Polymorph, but Zone of Truth and others say "MUST make X saving throw". I would assume this is intentional? I ruled that because of the wording, each member had to make a save as normal, but not all spells specify this in their wording.
Scenario B, the party has made a recurring enemy of a particular Enchantment Wizard. He doesn't have any great schemes or world ending ambitions, but he is neutral evil, has proven this on numerous occasions, and is a clever spellcaster that often finds himself crossing paths with our party. He's never afraid to run or teleport away when things aren't going his way, hence his recurring nature. Last time we ran into him, our Arcane Trickster managed to catch him off guard, trigger a surprise attack, and backstab him for terrific damage, nearly oneshotting him. He won initiative, however, and responded with a Hold Person- which succeeded- and getting the hell out of dodge.
This encounter, he has a bit of a grudge against the AT. He catches the rogue scouting- off guard thanks to Pass Without a Trace, and once again casts Hold Person. This time, however, the AT makes his save. Before I can continue, however, the AT asks "Would I remember how that spells feels before resisting it? Or maybe his incantation?" Intrigued, I had him roll an Arcana check- which he has expertise in, easily making the DC 15 check. I told him yes- he recognized the incantation and sensation of a Hold Person spell. So then he surprises me by saying he stands perfectly still and pretends to be effected by the spell.
Not something I expected. I have him roll deception- with a low DC- and he succeeds. It's his turn in initiative, he readies an actions to unleash two dagger attacks if the wizard steps within reach. The wizard, successfully deceived into thinking the rogue is helpless- steps in with a dagger of his own to pay the AT back for his backstab. Short ominous monologue, slow ponderous steps, the wizard draws in close, gloating, his dagger gleaming in the dim light-
Bam! Readied action triggers, AT spins around and slashes him twice- puts him on the ropes enough for him to Dimension Door away once again.
It was a great moment- but it got me thinking. I would pretty much never let a PC think their spell took effect when it hadn't. Do all Spellcasters know when their targets succeed or fail on a saving throw? I can see charm spells getting extra hairy if you have a smart NPC who plays along just long enough to trick the party, and a few other scenarios where being tricked could really mess up a plan. What do you guys rule on this? Is it okay if the party always knows but can use it against enemies? Should opponents be able to do the same? Or should neither side? I'm curious as to what you think.
Scenario A, party is under investigation from the crown after they took down a double agent who acted as the king's advisor. They did not yet have substantial evidence to bring for the trial other than a conversation the rogue had overheard. During the trial, the high priest placed all of them within a Zone of Truth. The party consented to this IC as their own Cleric has used the spell on numerous occasions. All the party members, however, made their saving throw and the priest informed the king that his magic was powerless on them and they were all still capable of lying.
The party would have much preferred to have failed their saving throws. Some spells specify effects of a spell on willing vs. unwilling creatures, I.E., Polymorph, but Zone of Truth and others say "MUST make X saving throw". I would assume this is intentional? I ruled that because of the wording, each member had to make a save as normal, but not all spells specify this in their wording.
Scenario B, the party has made a recurring enemy of a particular Enchantment Wizard. He doesn't have any great schemes or world ending ambitions, but he is neutral evil, has proven this on numerous occasions, and is a clever spellcaster that often finds himself crossing paths with our party. He's never afraid to run or teleport away when things aren't going his way, hence his recurring nature. Last time we ran into him, our Arcane Trickster managed to catch him off guard, trigger a surprise attack, and backstab him for terrific damage, nearly oneshotting him. He won initiative, however, and responded with a Hold Person- which succeeded- and getting the hell out of dodge.
This encounter, he has a bit of a grudge against the AT. He catches the rogue scouting- off guard thanks to Pass Without a Trace, and once again casts Hold Person. This time, however, the AT makes his save. Before I can continue, however, the AT asks "Would I remember how that spells feels before resisting it? Or maybe his incantation?" Intrigued, I had him roll an Arcana check- which he has expertise in, easily making the DC 15 check. I told him yes- he recognized the incantation and sensation of a Hold Person spell. So then he surprises me by saying he stands perfectly still and pretends to be effected by the spell.
Not something I expected. I have him roll deception- with a low DC- and he succeeds. It's his turn in initiative, he readies an actions to unleash two dagger attacks if the wizard steps within reach. The wizard, successfully deceived into thinking the rogue is helpless- steps in with a dagger of his own to pay the AT back for his backstab. Short ominous monologue, slow ponderous steps, the wizard draws in close, gloating, his dagger gleaming in the dim light-
Bam! Readied action triggers, AT spins around and slashes him twice- puts him on the ropes enough for him to Dimension Door away once again.
It was a great moment- but it got me thinking. I would pretty much never let a PC think their spell took effect when it hadn't. Do all Spellcasters know when their targets succeed or fail on a saving throw? I can see charm spells getting extra hairy if you have a smart NPC who plays along just long enough to trick the party, and a few other scenarios where being tricked could really mess up a plan. What do you guys rule on this? Is it okay if the party always knows but can use it against enemies? Should opponents be able to do the same? Or should neither side? I'm curious as to what you think.