Post by Deleted on Nov 4, 2009 22:38:45 GMT -5
Auras in general are supernatural effects. It doesn't matter how many times you've faced a fear aura creature, or a confusion aura creature, or a creature with a Form of Madness(PnP badness, go Obyriths), because it's not about mastering nervousness, it's about a mystical effect overwhelming your senses.
I'll recount Wulfgar's resistance to mind-affection as a result of his captivity by a demon Errtu, which is illustrated when he bluffs being held by a spell from a shaman in one of the novels. The novel does what none of us seem willing to do, that is, decide for ourselves how things should work from time to time.
Not to mention the many many instances where adventurers of a certain level are immune to the fear affects of critters in the MM amongst other sources, which implies the ability to become seasoned against certain "fear" effects.
The fact that fiercesome creatures are usually the ones to have the fear radius suggests that you're afraid of them because they're feirce, not because they arbitrarily have a magic fear radius. Furthermore, if it's some "magical fear radius"...
because it's not about mastering nervousness, it's about a mystical effect overwhelming your senses.
why do we roll a will save at all?
As I mentioned earlier, the more we look to the "facts" and "science" on a fantasy world rather than using our own intuition and figuring it out on our own, perticularly on things like this which ought to be open to interpretation, the more we will be liable to (needlessly) encounter posts and situations like the one that started this thread, where people approach roleplay scenarios not as though they were IN the action, but as though they were outside of their char, looking down on it.
If your char has the means to ward his friends from his own spells, you should ask yourself if he would, not "is this spell evil and will I get evil points for it?". If the spell required the blood of the innocent or something like that, it would be a different story, but as it stands, it does not.
D&D novels sometimes go 'off source' from the rules, and we cannot be expected to alter/build the gameworld to conform to what happens in the novels. If we did we would have wizards performing somatic gestures for spell completion with their feet (yes this also happens in a D&D novel).
The build team -as it is-, is pushed to it's limit on what they are able to build/script/modify.
These types of discussions about nerfing spells and changing things come up from time to time and result in long drawn out threads like this one and the other one running on mage armor right now. They spawn good ideas, and are healthy discussions for the most part, but, they also frustrate the scripters/builders in that they feel like no matter what they do it will never be enough. No matter what they do, there will always be a single player or group of players who dig up something new to want changed. I am asking you guys as politely and light-heartedly as I can to please give it a rest.
PS: Wulfgar has a +6 Will save in a rage, and a + 4 normally, which isn't terrible, and I think bluff is an untrained skill based on charisma, so he would have a +1 to his check...and he has above average intelligence. None of these unremarkable feats surpasses what could be done with a mid to high check and his modifiers.