zaratul666
Villager
Hello, this is my first time posting and I'm not sure if this is the right place to post this or if this was even done before. (from my quick search of google I didn't find anything similar)
So I'd like to start by stating that I've read quite a few post that discussed and also Jeremy Crawford tweet on how the use Arcana checks as a reaction to identify the spell prevent you from using Counter Spell, which is also a reaction. Ive also read a few post where the modify the DC, modified the spell itself, etc. but it wasn't exactly what I was looking for, so here I am.
A few thing about the way the current counter spell works bugs me.
1. The DC never takes into account the casters ability into account.
2. If the spell is unknown for the counter speller, it become a guessing game, where you could waste a spell slot.
3. If the spell and level is known, becomes, in my option, an easy "you don't get to act this round" button without any sort of check.
4. The ability check only increase with ability score bonus and not if a higher spell level slot counter spell is used.
So here goes my attempt:
1. Sort of easy to fix; include the casters casting ability into the DC.
2/3. I propose that the Arcana check be a free action, but only gives the name of the spell and at the same time will give the minimum level the spell can be cast as and NOT the actual spell level used (if upcasted). The DC should be the same as described in XGtE. Or alternatively generous DM/player could also just tell the player/DM the spell being used but that the level of it.
4. Use the counter spell slot level as a bonus the the ability check.
To remove the hit or miss feel to counter spell I've changed the DC calculation and also changed the ability check bonuses.
DC = (casted spell level x 2) + casting ability + 2 (this is explained in the google sheet)
Ability Check = 1d20 + (counter spell spell slot x 2) + casting ability
I've made a google sheet, with the success rate of the normal version of counter spell, and below with the new one.
It makes upcasting counterspell more reliable the closer you are to the actual spell level being cast, but keeping it very close to the original for the % chance of success on a level 3 counterspell vs a level 9 spell.
Also makes more sense (to me anyway) that ability scores are taken into account from both sides.
What do you guys think, is it usable ? Too much rolling and going to slow down game ?
New Counterspell Test
So I'd like to start by stating that I've read quite a few post that discussed and also Jeremy Crawford tweet on how the use Arcana checks as a reaction to identify the spell prevent you from using Counter Spell, which is also a reaction. Ive also read a few post where the modify the DC, modified the spell itself, etc. but it wasn't exactly what I was looking for, so here I am.
A few thing about the way the current counter spell works bugs me.
1. The DC never takes into account the casters ability into account.
2. If the spell is unknown for the counter speller, it become a guessing game, where you could waste a spell slot.
3. If the spell and level is known, becomes, in my option, an easy "you don't get to act this round" button without any sort of check.
4. The ability check only increase with ability score bonus and not if a higher spell level slot counter spell is used.
So here goes my attempt:
1. Sort of easy to fix; include the casters casting ability into the DC.
2/3. I propose that the Arcana check be a free action, but only gives the name of the spell and at the same time will give the minimum level the spell can be cast as and NOT the actual spell level used (if upcasted). The DC should be the same as described in XGtE. Or alternatively generous DM/player could also just tell the player/DM the spell being used but that the level of it.
4. Use the counter spell slot level as a bonus the the ability check.
To remove the hit or miss feel to counter spell I've changed the DC calculation and also changed the ability check bonuses.
DC = (casted spell level x 2) + casting ability + 2 (this is explained in the google sheet)
Ability Check = 1d20 + (counter spell spell slot x 2) + casting ability
I've made a google sheet, with the success rate of the normal version of counter spell, and below with the new one.
It makes upcasting counterspell more reliable the closer you are to the actual spell level being cast, but keeping it very close to the original for the % chance of success on a level 3 counterspell vs a level 9 spell.
Also makes more sense (to me anyway) that ability scores are taken into account from both sides.
What do you guys think, is it usable ? Too much rolling and going to slow down game ?
New Counterspell Test