Paul Farquhar
Legend
I'm not following. A spellcaster can't do much of anything if they can't cast spells. No defending, no assists, nada.
They can:
* Counterspell (which is frequently the only thing keeping the party from TPK)
* Force the enemy spellcaster to burn through spell slots (sorcerers are good at this with quicken spell - if an enemy blows a 3rd level spell slot countering a cantrip that's a total win) and reactions (preventing Shield and making them easier for the fighter to clobber)
* or they could try something different, like a weapon attack. Encourages players to experiment with non-cliché builds.
Maybe you've never seen a campaign were every single NPC spellcaster never got a spell off unless you gave them reasons to be unaffected by counterspell (at which pint just ban the spell). I have. I saw the chain-o-counterspells enough times that it got really, really old. It's both boring and annoying. The DM couldn't plan effective encounters with spellcasters because she had no way of knowing if they were going to be anything more than a minor speed bump.
Nope. Never. And I have been playing for around 35 years.
I would suggest that you need to have more variety in your encounters. They only way both sides can be locked down if the number of counterspellers is equal on both sides. That's a pretty infrequent occurrence in my experience. Your evil wizard could have a couple of apprentices dedicated to making sure his spells aren't counterspelled for a start.
The DM should have a very good idea of how many counterspellers there are in the Party. Planning encounters around that is no problem at all. But encounters with spellcasters are notoriously swingy. The Party will often deal with them quickly, but if they fail to do so then it is likely disastrous.
Maybe I'm missing something. Maybe there's some grand secret to how a wizard can "defend the team" if they can't ever cast a spell.
How do you make out counterspelling is not defending the team?!
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