Actually probably more often considering things like invisibility, darkness and nimble escape.
It is literally impossible for it to be anywhere near as thorough at exploration as the Rogue. At the speed you want it to move, it has found no traps, gone through no doors that are not shoddily constructed(which means that it hasn't searched the majority of any dungeon, and hasn't really seen much of anything, since it has only looked in one direction as it moved.
It moves at the exact same speed as a Rogue! If the Rogue can find those things why can't I do it with my Eye? This is aside from the fact you can slow it down a lot (by like 90%) and there is still plenty of time time to clear just about any dungeoun.
Why would I need to house rule something that while good, isn't going to be a good substitute for a rogue?
Becqause you are saying it can't find things if moving. That is a houserule and it is one that even you applied it, it would still not stop the eye from scouting an entire dungeoun. Let it move and search and it does it 10 minutes. Make it stop and spend 4 turns searching for every 30 feet moved and it still finishes long before an hour is complete.
You still haven't explained how triggering multiple encounters to come TPK you is better than a rogue who doesn't do that. You just keep repeating that it is better as if repetition will somehow make it true.
I am not triggering any encounters if I don't cast knock.
Moreover I can go back and cast knock on all the chests we failed on after we completely clear the dungeon and all the bad guys are dead. Without me we just leave all that treasure behind.
You haven't explained how the Rogue is going to open the locks that he fails on. Maybe I open them, maybe they are too dangerous, but having that option makes me better not worse.
Yep. And those 3 skills make him better at stealth and social than the wizard.
They are no match for spells.
Adventuring(which includes a few short rests if possible) and an 8 hour rest, which can be interrupted by an encounter.
Sure they can. But if I have 6-8 encounters adventuring between the short rests and then you send more encounters during the long rests just because you want encounters when my spells are not active then you are not using a standard adventuring day.
Also keep in mind thesse hour long spells will often be active for much of the time you are doing a short rest too. If I cast disguise self and spend 15 minutes clearing 3 rooms and having 3 fights and then we short rest, the spell is still active for most of that rest.
Nope. Do you think that the group just adventures for a single hour and all 6-8 encounters conveniently happen during that time?
RAW it will be far, far less than an hour unless you are traveling great distances between encounters.
8 fights of 4 rounds each is less than 4 minutes. Add the travel time between encounters and the time searching (a 6-second action) and the time opening chests etc (again typically an action) and you have the total time.
Like I said unless you are traveling great distances overland it will be much less than an hour.
I gave you an example above which included 10 battles, searching 50 rooms, untrapping and unlocking 100 chests and traveling a mile and all that took less than an hour of time.
If you add short rests in here it looks like this:
Wake up from your long rest-
Explore 15 rooms, have 3 fights, untrap 30 chests, unlock 30 chests, walk 1800 feet total between rooms - 20 minute
Short rest - 1 hour
Explore 15 rooms, have 3 fights, untrap 30 chests, unlock 30 chests, walk 1800 feet total between rooms - 20 minutes
short rest - 1 hour
Explore 15 rooms, have 3 fights, untrarap 30 chests, unlock 30 chests, qalk 1800 feet between rooms - 20 minutes
At this point you have spend 3 hours total adventuring and esting, you have completed more than a standard adventuring day worth of encounters (far more if the DM sent even more at you during your short rests).
Since you have already completed more than a standard adventuring day, you are done. You now make camp and wait 13 hours until you can start your next long rest. Alternatively you could take another short rest and then complete the last 5 rooms, which would take another hour and 10 minutes roughly and make it roughly a 4-hour adventuring day.
Now important to this discussion:
1. This example is a very spread out dungeon with more time walking than anything else.
2. This 3-hours is more than a standard adventuring day in terms of accomplishments and encounters
3. It is all completed in less than an hour plus resting time.
You've never had an encounter while trying to rest? No wonder you think spellcasters are broken. Your DM makes it very easy on you guys. There's a reason that parties put up watches during a rest.
No I have it all the time, but stealth and exploration are not relevant and social is often not relevant when that happens. Further if you are sticking to a standard adventuring day, this will pull encounters away from when you are exploring and sneaking.
So if we are having a standard adventuring day and I have 2 short rests and you throw 4 encounters into each of them then either we are having heavy non-standard adventuring days or I am not have any encounters when I am not resting.
If the players are deliberately breaking the game balance, the DM needs to have a talk with them. The 6-8 encounters MUST happen or the game breaks. Either the group goes to them, or they go to the group. Unfortunately 5e doesn't leave any other choice that doesn't break the game.
Exactly! So we go to those 6-8 encounters and we go to them in 3 intervals each lasting less than 15 minutes with a short rest between.
That is the whole point. Only 6-8 encounters should happen, not more than that and as long as those are tied to places or things we do then WE control when they happen, and unless there is great distances to travel they happen in minutes, not hours.
We wake up a 6:00 AM and have all those 6-8 encounters in the first 4 hours by going the places we need to go and doing the things we need to do and taking 2 short rests during that time. Then by 1000 AM we are done for the day. We completed the 6-8 encounters and we will wait around somewhere until 1000 PM when we will start another long rest to get ready for the next adventuring day.
The DM's only has two choices here:
1. to overload us during that downtime after our adventuring day is over. This drives us over the 8 encounters a day and as you noted would break the game.
2. Eliminate set encounters so they don't happen and instead make the eoncuonters happen while we are resting. This would really hurt the story I think and it makes stealth and exploration irrelevant since there are no encounters during that time.
Not and do any actual exploring, which is much more involved than reporting back "Hey guys! The dungeon has walls, a bunch of doors I didn't have time to open and explore, and some rooms!" which is all you can get from the eye or rogue at that speed.
Yes. Opening doors takes time. Actually exploring rooms takes time. Dealing with monsters takes time. Dealing with traps takes time.
There are actually rules for this and to be honest with a Rogue you can even go faster than that. In a turn you get movement, an action, an interaction and potentially a bonus action and reaction.
All that does take time, but very, very little time.
A Rogue can do ALL of the following in 6 seconds:
Move 30 feet (movement)
Open a door (interaction)
Search (action)
move 30 more feet (bonus action)
My Wizard could do lots of things too:
Move 30 feet (movement)
Open door (interaction)
Cast minor illusion to distract or fool guards (action)
Go into bladesong (bonus action)
move 10 more feet (extra movement)
Dealing with monsters does take more time assuming you are either going to talk to them or fight them, but we are still talking minutes and seconds respectively, not hours. There is no way RAW you are going to spend hours exploring a dungeon (not counting resting)
Why do you think that exploration doesn't involve finding out information other than the dungeon has walls, rooms, maybe some of the monsters, and doors?
It does, it just happens very fast RAW.
As I keep saying the only thing that does not happen fast is traveling long distances and resting. There is time in the RAW for just about everything else you are going to do.
They eye has physicality or it wouldn't be hampered by spaces smaller than an inch(pretty much every door), so it will be detected by anything with a blind sense or that can see invisible, and will trigger all traps that deal with motion or go off when something passes by. It's not listed as indestructible, so something that small that takes damage needs a DM ruling, since the spell is silent on what happens when the physical eye takes damage. I'd rule that it's destroyed, since it doesn't have hit points and is not intangible or indestructible. I'm sure your DM would take it easy on you and just make it immune to all damage.
So will the Rogue in that case. The eye triggering the traps is ideal as they will spring and hurt no one.
RAW it hovers in the air for the duration, that is written in the spell description. You can't change that by damaging it. As long as the spell is active it is hovering there. This argument is like saying you can destroy a healing spirit or an arcane lock.
The eye also can't open the doors that the rogue can, so even if a rogue could do it in an hour, the eye certainly cannot. It gets stuck at the first door.
It depends if there is a 1-inch gap below the door. As I said 3 posts above the 1-inch gap is the limiting factor. There are options here, although none of them automatic.
1. You could explore everything not behind doors then go in and open the doors yourself.
2. If you know the way is clear you or potentially your familiar could go in and open the door
3. You can wait for someone to come out, although that can drain the time the spell is active.
In any case blind doors are going to be a problem for a scouting rogue too. Hee can open them, but it is unlikely he can do it without being discovered if there are concious enemies on the other side.
As I explained, no. But it doesn't have to be no monsters. If there are only a few, then the wizard hasn't been better at social, either. Basically the wizard in your scenario needs there to be exactly 1, and he needs that monster to be one that won't or can't come back later to get revenge, and he needs it to be one that can do something for the group while charmed, rather than just converse. If there are only a few, then the wizard hasn't been better at social, either. Basically the wizard in your scenario needs there to be exactly 1, and he needs that monster to be one that won't or can't come back later to get revenge, and he needs it to be one that can do something for the group while charmed, rather than just converse.
I am not sure if you understand the spell. Charm Monster works on all creatures. You can use it on humans or orcs or giants or dragons or try to use it on elves or anything else you are trying to talk to.
It is undoubtedly an edge to have this in your back pocket.
Sure it is one monster, but that is one more than otherwise, and I will point out that in your last post you said there would be very few monsters to communicate with anyway. So if there is very few and I can use it on one of them, that is significant. I also have friends and suggestion both of which can also be used (friends an infinite number of times)
Cool. Hopefully the monster will just wait around for 10 minutes while you chant and draw chalk symbols(or whatever the ritual entails) without attacking at the obvious potential threat.
Sure and against the Rogue he is just going to attack as well. I will add though if I cast charm monster and then the ritual he won't attack (or at least won't attack me).
Your arguement is the Rogue is better. What is the Rogue going to do in this situation when he can't communicate?
Um, no. No PC can see all directions simultaneously. That's patently absurd.
Yes they can, that is the way 5 e works. By the way the Arcane Eye spell even specifies this -
" You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction."
Do you think they have eyes in back of, on the side of, on the bottom of, and on top of their heads? No description of PCs shows or implies that. Vision is not simultaneously 360 degrees and RAW shows that over and over. Hell, someone being able to sneak up on you from behind is proof positive of that.
Time is handled in 6 second increments and during that time you see everything around you. You turn your head to do this.
"However, under certain circumstances, the D M might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack roll before you are seen."
Sure, certain circumstances, so not generally.
This is like a Wizard doing an Obiwan move and putting a minor illusion of a sound down the hallway in another direction to get the guards to look that way while he sneaks by.
Doors! Not like there aren't a whole lot of them in a dungeon.
So then you explore the area with no doors, walk in and open the door and send the eye in that direction. You are talking about seconds here.
Not according to RAW. Show me the written rule that says explicitly that you can see in all directions at once. I just showed you one that makes that claim impossible. In fact, blindsight does explicitly say that, "A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius." Show me the similar language dealing with visual sight.
Vision is 360 degrees on every 5E VTT published, including those endorsed by WOTC.
There are no facing rules in 5E. If you play that a player can only see in a certain direction, how do you determine what that direction is?
RAW an enemy attacking someone from behind does not get advantage and such an enemy would be "unseen" if players had limited vision.
We're using level 8, not level 1. But fine. At level 1 you have two level 1 slots to be better than the rogue in all areas with. The halfling is re-rolling all those 1s you fail with, and the dwarf is wearing heavy armor or has yet more hit points than you do, and has advantage on the poison saves from traps and monsters. You act like speed is everything to survival and exploration. It's not.
A level 1 Dwarf Rogue wearing heavy armor has disadvantage on all skill checks and attacks.
The only thing that takes significant time during exploration is traveling, because of that speed is the most important thing when talking about how long something takes (and that was your focus with respect to spells)