DM’s Conundrum: Stun and Dominate
On Tuesday the 12th of July, 2010, I took part in a very interesting conversation on twitter. It was started when @AlioTheFool made a comment about players not liking certain conditions. What followed was an hour-long tweet discussion of the topic of what it means to win and how conditions may affect that in 4e D&D. The primary participants were @TheAngryDM, @AlioTheFool, @RobertsonGames and me (@DMSamuel), and to a lesser extent @countingku, @SarahDarkmagic, @mhasko, and @OverloadUT.
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STUN
Being stunned is probably the worst condition for a player because it removes him/her from the action entirely. On page 277 of the Player’s Handbook, we find that stun imposes three constrictions on a PC when they are stunned: 1) the PC now grants combat advantage (making the PC easier to hit), 2) the PC is unable to flank an enemy (possibly making it harder for a PC and allies to hit enemies), and 3) the PC can take no actions other than free actions (the worst part of the condition).
As far as I’m concerned, the first two effects of the condition are no big deal, but number 3 really does a number on the player, not just the PC. You see, being unable to take actions (other than free ones) effectively removes the PC from the game. Usually this is a save-ends effect, and PC’s have a 55% change of rolling 10 or higher on a 20-sided die, but that also means they have a 45% chance of failing that save. I run games with 5-6 players on a regular basis and combat is not truly fast (at least, not as fast as OD&D). I make it as quick as possible, but if I have 6 players and 3 monsters on the table, it could be 10 minutes before the stunned PC gets a chance to save again. If they fail that save a second time, they could be out of the game for 20 minutes.
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DOMINATE
Being dominated is not as bad as being stunned for the simple fact that the player is not taken completely out of the game. If you get a player that is a good role-player they can have fun with the dominated condition, swearing that they don’t want to do it as they attack their comrades. Page 277 of the Player’s Handbook tells us that being dominated includes two constrictions on PC actions: 1) the PC is dazed – since the dazed condition includes 3 effects, being dominated really imposed four constrictions, so let’s start over: 1) PC grants combat advantage (making him/her easier to hit), 2) PC is unable to flank an enemy (possibly making it harder for a PC and allies to hit enemies), 3) the PC can take either a standard, a move, or a minor action, and cannot take opportunity or immediate actions, and 4) the dominating creature chooses the PC’s action (if it chooses to use a power, it is limited to using at-wills). This has been errated for clarity, but still works mechanically as I have represented it here.
So, a dominated player isn’t taken out of the game entirely, but it takes a player with patience and the right attitude to play a dominated PC. Compared to stun, this is only slightly better, but it is at least playable – stunned PCs do nothing, dominated ones have the chance to role-play an exciting battle of will. The danger of being dominated is that, when failing a save, the player can end up injuring their own allies, whereas stun doesn’t have that element involved.
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WINNING
The experiences that I have as a player and a DM have not been good when it comes to these two conditions. The simple fact is that stunned and dominated players just weren’t having fun. As alluded to above, the problem doesn’t lie in the initial application of the power, it lies, instead, in what happens when a player fails a save. A player that sits out the game for 30 minutes because they fail two stun saves is not having fun. This was an assertion I made during the twitter conversation and received several responses of varying agreement or disagreement.
At this point the conversation gained new terms because @TheAngryDM mentioned the word winning. There was talk of teamwork and whether or not D&D could be considered a team sport, if one side or the other must win, if the game is DM vs. Players, and how one would define winning in the first place. This became the central question of the second half of the conversation. In my opinion, winning in D&D should be defined as the condition that exists when everyone playing the game is having fun. That is what I try to focus on when I am designing encounters, story arcs, and campaign settings, and it is the goal to which I aspire when actually running a session.
The hard part of running a game with that goal is that people have different ideas about what is fun and what is not fun. In my opinion, it is the DM’s job to provide a varied enough experience that every player (including the DM) has the opportunity to have fun at every session. If that happens, then both sides win. But what does this have to do with Stun and Dominate?
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IN GAME
Stun and Dominate suck the fun out of the game for the players. As a result, I made the decision to take them out of my game. Done! Perfect solution, right? Well, the people that contributed to the twitter conversation had some really good points. A couple of them said, basically:
“If winning means having fun and the players have fun using powers that stun or dominate, why take that away from them?”
My response was:
“Why should the players get to do it if the monsters don’t? If I take something out of the game, it is out for everyone, just as if I change a rule it is changed in all instances, not just for some people and not others.”
But I thought about what they said and it makes a lot of sense to me. The DM has more options than the players do. If one monster is taken out of action for a turn or two, that is much less harmful to the DM’s fun than it would be to take a single player out for a turn or two.
I started thinking about the situation and remembered something that happened a month or two ago: A new player in my group had the opportunity to take a power that let him dominate a creature. This PC was a level 11 Wizard (Conjuror) and he used the lvl 9 Wizard Attack Power Summon Succubus (daily). This power allows the succubus to dominate each target once per encounter. So once the Succubus is on the battlefield, it can dominate each creature once, on successive turns. It cannot dominate the same target twice in an encounter. The PC used this power in the second session in which he played. I allowed it. I hadn’t caught that power when I looked at his PC sheet, and I didn’t want to take it away during the game. The other players mentioned that I don’t allow dominate powers in the game, but I made the quick ruling that I would allow it this time and we went on. The players had a lot of fun with a dominated Dire Bear that session. I had a lot of fun too – it was interesting trying to describe the creature make an attack that it obviously wasn’t choosing.
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SO WHAT’S THE POINT?
Well, now I have a conundrum. Do I add Stun and Dominate back into the game permanently for monsters and players, or just the players? As the party rises in levels, they are becoming uber-powerful. I think the game breaks down a bit as you get into the higher tiers (though this is a topic for another time) and it is becoming more difficult to challenge them effectively. I feel like maybe the players can handle the challenge of Stun and Dominate returning to the game. So – do I add them back in? What do you think I should do?
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Until next time, I wish you good gaming.
~DM Samuel
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RPGBN
I ruled that certain skills could be used as minor actions if you are trained in them, including ‘knowledge skills’ & heal. This gives the other players a chance to add an extra +2 to any saving throw. If the first save fails, the +2 becomes a +4. Given that by the time creatures are stunning/dominating, players should already have bonuses to their saves (along with being able to make extra saves) Its really unusual for these conditions to last.