Characters with multiple personalities...treat them as what? [Archive] - Wizards Community

Post/Author/DateTimePost
shoeshine

04-29-08, 01:36 AM
Basically, I've got a character that's got two personalities. The main personality is a wizard, the secondary personality is a fighter. How do I treat these guys for awarding XP and skill assignment and such?
Mad_Jack

04-29-08, 03:45 AM
Unless there's actually a physical change between the two characters, it should be treated as one standard multi-classed character.


It's just a standard fighter/wizard that limits itself to using only the portion of it's skills/spells/etc. that it believes belong to whichever personality is present at the time.
For example, when the character thinks it's a fighter, it won't bother to make spellcraft checks even though it has a maxed level in the skill. If the wizard is the personality present at the time, it may voluntarily impose a penalty on it's jump checks because it doesn't know that it has as many ranks in jump as it does.

Whichever is the dominant personality *might* have one or two more levels in "his" class than the other,i.e., it's a wizard 2/ fighter 1, but they should be close if not the same.
As it advances, it'll alternate between wizard and fighter levels.

The easiest way of dealing with the physical differences that the two personalities think they have is to just have the "fighter" personality believe that it's a fighter of whatever level would get the same BAB as the multi-classed character has.
Mock26

04-29-08, 03:54 AM
If they are both around an equal amount of time and you and your DM don't mind a little extra book keeping, I would say that you should seperate the XP. What is earned while the wizard is around goes to the wizards. The same holds true when the fighter is around.
Shaggy_Shaggs

04-29-08, 04:09 AM
A good gish build, or perhaps entry into the Chameleon prestige class, and just giving him XP like a normal character, ought to do the trick. Multiple personality disorder is a roleplay thing (and can be a fun one), but it shouldn't be allowed to clutter up mechanics unnecessarily.
nobodyatall

04-29-08, 11:24 AM
There are a few ways to handle it.
1: Pure RP. So he won't cast spells if his fighter persona comes out.
This forces him to hobble himself just for roleplay reasons though, and as such is complete and utter BS and should be avoided like the plague. On fire. And the plague is your ex.

2: Completely different. Have him roll separate stats for the characters, and have the dominant personality only get XP for any given situation.
This will also hobble him over time though, so I suggest heavily against it. Not quite as heavily as possibility 1, but still.

3: Mental. Have him roll stats as normally, then roll 4d6 three times extra. Have him first assign all his normal stats, then have him assign the three extra stats to his mental stats (Wisdom, Intelligence, Charisma). The different dominant personalities will have different mental stats, thus, but the same physical stats. Each personality has its own class. However, when awarding experience, both get it equally as if they were one character. (IE: His allotment of experience for a fight is, say, 800 points. Both 'characters' then get 800 points.)
This is my favorite way. It works under the assumption however that the personalities are aware of each other and thus know what each other know. Which is the best way to do Multiple Personality Disorder anyway, less book-keeping that way for what you know and what you don't know.
Of course, you should both agree on a good way to have the personalities come forth. Treating the non-dominant personality as an intelligent item with ego is a good idea, as the rules for wrestling dominance back and forth over someones actions are thus already in place.
Gavinfoxx

04-29-08, 12:07 PM
Aren't there a few races (one somewhere in eberron, one somewhere in the Dragon Compendium) that do this sort of thing? Look at the rules for those...
wrecan

04-29-08, 01:09 PM
What's going to happen to him when someone casts Heal on him, thus curing him of his disassociative identity disorder? If you give him XP for both personalities, then when the personalities merge does he lose that XP? Or is he now twice as experienced? Is he a multi-class character (and thus twice the effective level of his companions) or does he lose levels for being cured? What about his ability scores?

I'm not a big fan of people using emotional disorders to gain benefits (for example, being able to freely switch between a melee combatant and a spell caster).

Here's my rule for disassociative disorder characters:
The character has one set of Abilities and Classes. Each personality can access only a portion of those abilities and classes (i.e., one personality might only get to use 10 of the chractaer's 14 Wisdom points)
The DM determines specific triggers that cause a personality change. For instance, when confronted with verbal abuse, his "Millicent" personality -- the six-year old girl who looks to others for protection emerges.
Remember that the personalities exst to protect the character's fractured psyche. They are not concerned with his physical health, but his emotional health. Therefore, Benson McWhipuss will not emerge during combat. Rather, Stabler Accountantson will, who can best emotionally handle the chaos of battle. Benson McWhupass generally shows up in the tavern when bragging about your physical prowess to garner you status and women.

I do like the idea of treating the alternate personality as an intelligent item, though. Of course, be aware that an intelligent item really depletes the appropriate PC wealth and a PC can use the abilities of the intelligent item even when the item is not dominant. The intelligent item rules might work better to approximate being possessed by a demon rather than struggling with disassociative identity disorder.
StevenO

04-29-08, 01:28 PM
Despite having multiple personallities any given character should only have ONE set of abilities mechanically. It is certainly possible to play two characters with identical character sheets two totally different ways and that is what should be done.

For a character with a fighter/wizard personallity you'd make a "gish" type build. When in the "wizard" personallity the character would concentrate on using magic and the "fighter" personallity will make use of the more martial abilities. Sure the character's build may not be optimize for either role but mulitple personallities should be a DRAWBACK and not some excuse to create an uber-build by mashing two full powered character together in the same body.
shoeshine

04-29-08, 02:17 PM
There's a trigger. A finger snap. Any finger snap. Or clap. Or similar. The extra personality isn't from a damaged psyche. Screwed up spell. And it's definitely not being used to make an incredibly powerful character. I'm going to make it work as a handicap(I'm the DM. Running a game for my sister and her friend, and they chose to be a bard and a thief. So I needed to take up the roles needed to not fail. Playing two full PCs and DMing would be too much for me, so I came up with this.) The wizard will have quite a few negative points on his rolls to use spells, for his bad stutter, eyesight, and of course the chainmail he has to wear so his fighter personality doesn't get him killed. I'm also going to give the character negatives for switching between personalities too often in a battle, eventually leading to falling into unconsciousness.
wrecan

04-29-08, 02:26 PM
You might want to look up the rules for Gestalt Characters (http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm), which might fit what you're looking for better.
nobodyatall

04-29-08, 02:57 PM
Despite having multiple personallities any given character should only have ONE set of abilities mechanically. It is certainly possible to play two characters with identical character sheets two totally different ways and that is what should be done.

For a character with a fighter/wizard personallity you'd make a "gish" type build. When in the "wizard" personallity the character would concentrate on using magic and the "fighter" personallity will make use of the more martial abilities. Sure the character's build may not be optimize for either role but mulitple personallities should be a DRAWBACK and not some excuse to create an uber-build by mashing two full powered character together in the same body.

...Why should roleplaying something unique be a drawback, exactly? Is there a rule somewhere "If you try to roleplay a mental disorder. You better make sure it makes your character much, much worse"? If so, please direct me to the page and book that rule is from.
wrecan

04-29-08, 03:10 PM
...Why should roleplaying something unique be a drawback, exactly?
It's not the uniqueness that's the problem. it's that it is a disorder.

In a world of magic, disorders can be cured. Blindness can be removed. Curses can be broken. Insanity can be healed (quite literally with a Heal spell).

So you take two characters. Character 1 is built with no handicaps. Character 2 is built with a handicap, but then given bonuses so that he is a effective in the party as character 1. Then he gets healed. Oops! Now he still has the bonuses, but no drawbacks. Suddenly Character 1 is wishing he had disassociative disorder.

There are ways around it. Most specifically, rigging it so that healing the disorder erases the benefits as well as the drawbacks. But in the case of disassociative identity disorder, this is problematic, as it requires you to kill of the other personalities.

Another problem is balancing the characters appropriately. Allowing one character to flip at will between a fighter and wizard makes the character mosre powerful than either the fighter or wizard alone.

In a related scenario I have seen many times a character wanted to play a Zaitiochi style blind samurai, and asked to get blindsight or tremorsense to compensate. But blindsight and tremorsense are crazy powerful and makes you more powerful than a sighted character, rather than equally powerful.

Playing unique characters is fine. Balancing them so they don't overshadow the other players and turn them into sidekicks? That's very difficult.
StevenO

04-29-08, 06:33 PM
...Why should roleplaying something unique be a drawback, exactly? Is there a rule somewhere "If you try to roleplay a mental disorder. You better make sure it makes your character much, much worse"? If so, please direct me to the page and book that rule is from.
Maybe Drawback is too strong but why should a character with something "unique" be given added bonuses? There is nothing unique about characters with MPD (Multiple Personallity Disorder) as I've seen this topic many times over the years.

All I am saying is that you build a SINGLE character mechanically that can be utilized by the various personalities. As I stated earlier it is possible to take almost any given character and play it multiple ways, it is just as the two personallities become further apart the single build will naturally become less optimized but that doesn't mean it needs to suck.

If you want to know why a character who focuses on many things is worse than one who does one thing just take a look at the rules. The better question would be to show me what book/page says that I should allow a character to advance two things at the same time so a character is equally good at either of them. Ok, gestalt characters may do that but they should be reserved for high powered games and/or those with only a couple PCs as that option does make PCs more powerful than their level would indicate.
Magikeeper

04-29-08, 07:25 PM
Why do the multiple personalities have to be from a disorder? This is a world of magic. Maybe the PC is possesed. Maybe some magical catastrophe bound the souls of a bunch of heroes/villains together. The dominant soul warps the body, completely changing the PCs stats and abilities.

I view this as one solution to the kind of player that can't stand playing a single personality for an extended period of time. Play a new pc every week without ruining continuity (obviously the party puts up with the less useful personalities in order to free the ones they like). The key is to make sure they aren't abusing the switch ability. As long as they aren't using PCs specifically built for current events it shouldn't be game-breaking or even overpowered.
You would need to approve of a bunch of PCs ahead of time... but then again, if a PC doesn't work out you can have them switch to previous personality and have the player fix the new guy for next week :D.


That, of course, has little to do with the OP's question. I suggest that you let the fighter/wizard use the same EXP total but have different stats/abilities. At high levels randomly switching from batman to a common mook should be punishment enough :P. As long as he can't switch whenever he feels like it he should be fine.


Getting back off topic, if you want a MPD PC that uses a single class I would suggest druid 20. That way every personality is at least moderately good at what they want to do.
Gavinfoxx

05-09-08, 01:03 AM
You know, in REAL LIFE, there are people out there that most definitely HAVE multiple personalities, but don't have *multiple personality disorder* (in the DSM-III specificition). This means that, you know, the personalities get along and they have a system of transferring power and control and such in place. I would think that having a D&D character, maybe use rules inspired by the Kalashtar race (EbCS) or the Synad (XPH) race, if you want to add some rules to it.

Regardless, don't GIMP his character just cause he makes this choice...
jradd777

05-09-08, 01:29 AM
What's going to happen to him when someone casts Heal on him, thus curing him of his disassociative identity disorder? If you give him XP for both personalities, then when the personalities merge does he lose that XP? Or is he now twice as experienced? Is he a multi-class character (and thus twice the effective level of his companions) or does he lose levels for being cured? What about his ability scores?

Heal wouldn't cure them of DID anyway. DID isn't an actual affliction, per se, by any of the rules in D&D and wouldn't be affected by Heal. Further, even in RL, mental "illness" isn't actually a disease of any kind, but closer to a schism between the normal way of experiencing the world and one that is different enough to be maladaptive/dysfunctional.
Gavinfoxx

05-09-08, 01:46 AM
Remember, in D&D, the only types of insanity that are HEALED by (mortal) magic are the types that qualify as the "insanity" condition, which is sort of just a type of mental confusion, and the various sorts of damage or drain of the mental stats from an ATTACK...

...which is NOT necessarily indicative of other, more "mundane" types of insanity or non-standard mind/brain issues...
wrecan

05-09-08, 12:00 PM
Remember, in D&D, the only types of insanity that are HEALED by (mortal) magic are the types that qualify as the "insanity" condition
That's not true. I was wrong to cite the heal spell. It is in fact the spell greater restoration which "removes all forms of insanity, confusion, and similar mental effects".

So, I was wrong. It would take a 4,775 gp scroll and a cleric to remove the disassociative disorder. So the point remains. If you're going to allow this, you need to figure out what would happen if someone ever cast this spell upon him.

Also, could someone wish themselves a disassociative disorder (or hire a wizard to do so), if they observed that people with the disorder were able to accomplish more and had no discernable drawbacks?
Gavinfoxx

05-09-08, 12:33 PM
That's not true. I was wrong to cite the heal spell. It is in fact the spell greater restoration which "removes all forms of insanity, confusion, and similar mental effects".

So, I was wrong. It would take a 4,775 gp scroll and a cleric to remove the disassociative disorder. So the point remains. If you're going to allow this, you need to figure out what would happen if someone ever cast this spell upon him.

Also, could someone wish themselves a disassociative disorder (or hire a wizard to do so), if they observed that people with the disorder were able to accomplish more and had no discernable drawbacks?

No, that's not true -- the condition "insanity", in D&D, does not use the common language definition. Instead, "insanity" has a VERY specific, in-game definition, and is a spell.

Here:

http://www.d20srd.org/srd/spells/insanity.htm
http://www.d20srd.org/srd/spells/confusion.htm
wrecan

05-09-08, 01:04 PM
No, that's not true -- the condition "insanity", in D&D, does not use the common language definition.
No, you're wrong. There is no insanity condition. It is not one of the listed conditions. The heal spell (Cleric 5) will remove the insanity spell. The greater restoration spell (Cleric 7) says "all forms of insanity". They use different wording on purpose.

Instead, "insanity" has a VERY specific, in-game definition, and is a spell.
And if it meant the spell, it would have said the spell, like it does in heal. It said "all forms of insanity" which definitely indicates more than one spell effect.

Note that "confusion" is also listed separately under greater restoration, and not as the spell either. "all forms of" confusion are also removed and that is something different from "all forms of insanity."

So, no. Greater restoration will cure all forms of insanity. Which is why the DM has to consider what will happen if that spell if cast upon the PC.
nobodyatall

05-09-08, 01:11 PM
So...the Greater Restoration spell FORCES a character to accept a commonly seen world view?
Seriously? That's pretty scary. So it cures MPD.Does it cure racism too? How about autism? How about homosexuality?
How far does curing insanity go, if the "insanity" is only a different way of seeing things?

Maybe Greater Restoration is actually some sort of vile, long process of "therapy" like in Clockwork Orange?

PS: For the love of all that is holy, understand that I do not consider homosexuality a form of insanity, I used it as an example to show how utterly ridiculous and stupid the idea of greater restoration curing "ALL" forms of seeing the world differently from the norm is.
wrecan

05-09-08, 01:23 PM
So...the Greater Restoration spell FORCES a character to accept a commonly seen world view?
It cures insanity. The game doesn't define insanity. If you want to decide that people with disassociative identity disorder are sane, that's your game.

Does it cure racism too? How about autism? How about homosexuality?
How far does curing insanity go, if the "insanity" is only a different way of seeing things?
Depends on how you define "insanity"

I note that in the variant rules in the Unearthed Arcana, the following mental disorders (http://www.d20srd.org/srd/variant/campaigns/sanity.htm#mentalDisorders) are described as forms of insanity for game purposes:
Anxiety Disorders
Generalized Anxiety Disorder
Motor Tension
Autonomic Hyperactivity
Expectations of Doom
Vigilance
Panic Disorder
Agoraphobia
Obsessive-Compulsive Disorder
Obsessions
Compulsions
Post-Traumatic Stress Disorder
Phobia or Mania
Dissociative Disorders
Dissociative Amnesia
Dissociative Fugue
Dissociative Identity Disorder
Eating Disorders
Anorexia Nervosa
Bulimia Nervosa
Impulse Control Disorders
Intermittent Explosive Disorder
Mood Disorders
Depression
Mania
Bipolar Mood Disorder
Personality Disorders
Antisocial
Avoidant
Borderline
Compulsive
Dependent
Histrionic
Narcissistic
Passive-Aggressive
Paranoid
Schizoid
Psychosexual Disorders
Psychospecies Disorders
Schizophrenia and Other Psychotic Disorders
Schizophrenia
Other Psychotic Disorders
Amok
Boufee Detirant
Brain ***
Ghost Sickness
Piblokto
Susto
Taijin Kyofusho
Voodoo Death
Wacinko
Wendigo Syndrome
Shared Paranoid Disorder
Sleep Disorders
Night Terrors
Somnambulism
Somatoform Disorders
Somatization Disorder
Conversion Disorder
Hypochondriasis
Body Dysmorphic Disorder
Substance Abuse Disorder
Other Disorders
quixotism
panzaism
megalomania

Disassociative disorders are listed. Autism, homosexuality and racism are not. Your DM (or you as DM) might have a different definition. I can only tell you waht the rules of the game state, not what you should do with them.

By the way, here's what Unearthed Arcana recommends be done for players who want their characters to have disassociative identity disorder (http://www.d20srd.org/srd/variant/campaigns/sanity.htm#dissociativeIdentityDisorderM ultiplePersonalityDisorder):
Dissociative Identity Disorder (Multiple Personality Disorder)

The character appears to harbor more than one personality, each of which is dominant at times and has its own distinct behavior, name, and even gender. The player needs to keep track of the character’s different personalities. (Each one has the same ability scores and game statistics, but different goals, outlooks, and attitudes.)
nobodyatall

05-09-08, 01:28 PM
So, indeed, if someone was a nymphomaniac or had some other psychosexual disorder like that, it would be cured by Greater Restoration?

It can also cure you of obsessive compulsive behavior? So I will no longer have to not step on cracks in the tiles I walk on if I recieve that spell?

I'm honestly interested here, how does this even remotely make sense?
Gavinfoxx

05-09-08, 01:35 PM
You know, if they want, they CAN make a will save or use their spell resistance (if any) to resist it...
nobodyatall

05-09-08, 01:42 PM
That's not the point.

Unearthed Arcana's insanity rules only covers insanity recieved from Loss of Sanity Points. (Such as seeing a zombie, regardless of how often you've seen zombies in the past. But that's a separate stupidity to take apart, for a separate topic)
So I could accept that if the MPD was caused by loss of sanity points, then Greater Restoration could fix it.
But what if your 'insanity' doesn't come from some sort of source, but is just PART OF YOUR PERSONALITY? Like someone who has always been an obsessive-compulsive neat freak. Will he be 'cured' of it? It's on the list of insanities, so I'll assume so.
This makes the spell capable of permanently altering your natural personality.
That doesn't feel, to me, like what Greater Restoration is supposed to do.
wrecan

05-09-08, 02:09 PM
So, indeed, if someone was a nymphomaniac or had some other psychosexual disorder like that, it would be cured by Greater Restoration?
Yep.

It can also cure you of obsessive compulsive behavior? So I will no longer have to not step on cracks in the tiles I walk on if I recieve that spell?
Yep.

I'm honestly interested here, how does this even remotely make sense?
Magic.

Look, I remember having a long argument with somebody who simply could not accept that Remove Disease could cure AIDS. To him AIDS was a disease that was simply different form other diseases and it made no sense ot him that a low-level spell could cure such a devastating illness. Having had many friends who died of that illness, he felt that allowing a low-level priest simply cure it trivialized what his friends' endured. And the idea that someone could have cured my sister's ovarian cysts with an incantation, or erased my friend's child's cerebral palsy, or even allow another friend's severely autistic child to have the ability to communicate to her parents is unnerving to contemplate.

Insanity and personality and identity are very related to one another, and the idea that insanity can be cured, even by a seventh level spell, is quite unnerving, because it means that the person's entire personality would be transformed.

But, yes, under the rules as described, "any form of insanity" is removed by greater restoration and D&D does consider dissassociative identity disorder to be a form of insanity. So it would be removed. What that would mean is up to the DM. Maybe all but one personality disappear. Maybe they all merge into some functioning whole personality. Maybe the spell makes them all sit up and work together. The spell doesn't detail it.

If you have been diagnosed with any of these illnesses, and see it as an intrinsic part of yourself, I can understand how it would be upsetting to be told that there is a spell that the D&D writers think could "restore" you.

But frankly, psychiatrists cannot even agree on a working definition of insanity. Why should we expect a bunch of game writers to do a better job of it? How could we expect such a thing?
nobodyatall

05-09-08, 02:16 PM
Wow. Now I'm gonna have to abuse the heck out of this.
"Evil is insanity! You're cured!"
"Homosexuality is insanity! You're cured!"
"Being immune to fear is insanity! You're cured!"
"Thinking you can turn into animals is insanity, druid! You're cured!"

You understand, of course, that I'm not serious here. I'll have to remember, if I ever for some convoluted reason play with you, to stay the flying hell away from any clerics wielding Greater Restoration. Lest I lose my wish to risk my life for riches and fame (most adventurers have greed and narcissism to the point of insanity after all). And my belief that I can, and thus ability to, cast spells. (Because in real life, that's definitely insanity)

Wow, Greater Restoration: Mage's Disjunction in hiding. I love it.

That said, of course some game writers can't decide what insanity is. But I'll ASSUME that a spell that is supposed to be beneficial can't remove huge parts of your character's personality and abilities just because it might be considered an insanity if you're willing to stretch the definition a bit!

But whatever, okay. You're right by the rules as written (ALL BOW DOWN TO RAW NO MATTER HOW FLAWED! NOW!), I admit fault. Greater Restoration clearly needs to be changed, or the rules for what is "any form of insanity" need to be more tightly defined by the game system.
Because it sure as hell doesn't make any sense to me otherwise.
It's not like AIDS being a "special disease". This is more like "Evil can be cured by a spell"
Any anytime an alignment can be "cured" by a spell, you need to look REAL hard at it. Then look a while longer. Then a bit longer still.
Looked long enough? Great. Now freaking change it.
wrecan

05-09-08, 02:37 PM
I'll have to remember, if I ever for some convoluted reason play with you
Why are you personalizing this? I didn't say that I would play this way. I said "This is what the rules are. Your DM has to decide for himself where he stands."

Why are you taking this personally and making this personal against me?

But whatever, okay. You're right by the rules as written (ALL BOW DOWN TO RAW NO MATTER HOW FLAWED! NOW!), I admit fault.
Who is saying we should all worship RAW? I specifically said -- more than once -- "Your DM or you as DM has to dedide where they stand." Am I supposed to not describe what the rules say because the rules offend your sensisbilities?

Any anytime an alignment can be "cured" by a spell
Alignment is not on the insanity list. Now you're taking what you admitted at the beginning of your post was "not serious" and are treating it as if that's how the rules are written.
nobodyatall

05-09-08, 02:50 PM
Okay. Apologies.

By the RAW, Greater Restoration will cure obsessive tendencies (we all have them. I prefer my ice cubes in even numbers in my drinks. And I don't walk on cracks in tiles).
It will cure depression.
It will cure antisocial behavior. (So it'll cure basement-dwelling geeks? And cure them to what? Frat boys? But wait, it cures megalomania too...)
It will cure, for that matter, anorexia and bulimia.
And narcissism. (AKA "Adventurers")

I'll accept that it will, indeed, cure all of those. And MPD too for that matter, effectively murdering all but the most dominant personality.

Now, does all of this sound RIGHT to you?
Let's ignore the RAW for a second. Please. Imagine that someone just came up to you with a spell that was supposed to be beneficial, removing the insanity spell, any negative ability modifiers and such, but it will also remove all sorts of personality traits that might not be considered negative.
(I, for example, don't consider antisocial behavior a necessarily negative thing. Some people are just loners.)
Would that sound LOGICAL to you? Does it sound like it makes SENSE?
wrecan

05-09-08, 03:34 PM
Imagine that someone just came up to you with a spell that was supposed to be beneficial, removing the insanity spell, any negative ability modifiers and such, but it will also remove all sorts of personality traits that might not be considered negative.
Yes, it does sound right to me. Lots of people develop things that are beneficial but have unintended consequences. In fact, they even have a name for this phenomenon: The Law of Unintended Consequences (http://en.wikipedia.org/wiki/Law_of_unintended_consequences#The_Law_o f_Unintended_Consequences)

When dealing with mental conditions, the law of unintended consequences is pretty much to be expected. Would you cure depression if it mean there would be no more Vincent Van Gogh, Ernest Hemingway or Emily Bronte? That's an issue with which medical ethicists grapple even today.

The answer is that the cleric is given a tool that can be used for weal or woe and he has to decide when it makes sense to use it.

How is this different, for example, from a 12th level cleric who comes upon a former blackguard who was just made a werebear? He could cure the man of his lycanthropy with a simple heal spell, but then he'd turn from a Lawful Good werebear into an evil blackguard again. Heal is supposed to be a beneficial spell, but this use of it would not result in anything beneficial. Is that a problem with the spell? No. It just means that a cleric has to be judicious when deciding on whom he should cast the spell.

Should every curse be removed? No.
Is every disorder worthy of a greater restoration? No.

Would that sound LOGICAL to you? Does it sound like it makes SENSE?
What you say makes perfect sense (though the gratuitous capitalization makes your post appear less rational than it is). But that doesn't indicate a flaw in the game. In fact, I would say it represents a roleplaying opportunity.

ETA: I take issue with your statement that mild forms of more serious disorders would be affected. The variant rules on insanity we've been discussing make it very clear that the insanity appears on the list when it has a mechanical effect on a character. I.e., someone who likes things tidy is not going to be affected by a spell. Someone who is so distracted by clutter that they suffer a -2 on all attacks in a cluttered room, would be.

So, I think you're engaging in a bit of hyperbole. If the "disorder" has no mechanical effect on a character (i.e., it's for roleplaying purposes only), then greater restoration should have no effect on that character's personality. If the disorder involves mechanical issues (and most of the DID suggestions have involved game mechanics), then greater restoration should alter the subject's personality to the point where their disorder does not have a mechanical effect on the character.
Khadmus

05-09-08, 05:08 PM
Indeed; I do not recall the OP mentioning anything that would obviously suggest mental disorder. It does certainly resemble the real-world case, but wrecan makes many points against heal removing it.
jradd777

05-09-08, 11:39 PM
And narcissism. (AKA "Adventurers")

I'm confused by this... what's your understanding of narcissism? Are you saying that all adventurers have narcissism by merit of being adventurers?

Narcissism is (I'm just going to give a layman's definition here not DSM-IV-TR) basically, INTENSE vanity... not adventuring... maybe you're thinking of mania/manic tendencies? :thinks: