Rick wrote:
My Judge-ment call:
Bound and gagged? No.
Hands bound in rope? Caster has to use a d16 for his/her spellcheck.
Bound head to foot w/ rope (but not gagged)? D14 or less, depending on how generous I'm feeling.
Bound in irons? Elf - No. Wizard - d12 or less, depending on how generous I'm feeling.
And to add to that take, those allow the Wizard to burn Luck and or Spellburn to make up the shortfall of a smaller die. Which is a pretty darn neat feature of DCC.
As for the charm situation... I dunno. It uses the term "complete control" an awful lot, which leaves me with the idea that it's like the controlled person sees the caster as their ONLY friend... Like their whole world is reoriented. That certainly echos plenty of tv/movies where that sort of thing happens, e.g. Spock is ready to beat Kirk to a bloody pulp for getting between Spock and his new lady-friend. Not to mention all those high school story tropes of getting in with the cool kids and turning on your former friends. A common fiction trope in the 60s and 70s, prime for the basis of the antecedent spell in D&D.... I'd probably run it that way out of nostalgia.
But spells or effects that take away a player's choices are tricky. I'm fine when it happens to my own characters, but plenty of players only feel like they're "winning" if they can counter anything that might change or affect their characters...
Personally, I'd play it myself as if the character would obey the caster, but then as a player try to find in-game reasons to fail or get distracted. The character is ready to kill his friend, but as a player I'm going to try to stop it
through play.
_________________
Gnome Boy
• DCC playtester @ DDC 35 Feb '11. • Beta DL 2111, 7AM PT, 8 June 11.Playing RPGs since '77 • Quasi-occasional member of the Legion of 8th-Level Fighters.
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