Sure, but I hate counterspell.Im really surprised counterspell didnt come up, but shield did..How do you narrate the counterspelling of a counterspell? Isnt that all retcon too?
these spells & abilities violate the basic playloop.Interesting that you argue the intended play loop causes a lack of attention.
The playloop is detailed on page 6 &181 of the PHB:I've noticed it ensures players are following closely - as a failure to follow closely means a missed opportunity to use the reaction.
The 5e counterspell is very not good since it does not involve any skill checks or readied actions. In 3.5 it was not even a spell though & the difference kept it from being a retcon.Im really surprised counterspell didnt come up, but shield did..How do you narrate the counterspelling of a counterspell? Isnt that all retcon too?
I'd just never allow a counterspell to be countered. That was one of the worst rulings ever from any design team.Im really surprised counterspell didnt come up, but shield did..How do you narrate the counterspelling of a counterspell? Isnt that all retcon too?
I'm curious - why not? Being able to counter a counter seems logical to me, but maybe it's because I've been playing a lot of Exploding Kittens with my kid and using a "Nope" on someone else's "Nope" is hella fun.I'd just never allow a counterspell to be countered. That was one of the worst rulings ever from any design team.
In a game-only sense, sure. Magic made a lot of hay with this.I'm curious - why not? Being able to counter a counter seems logical to me, but maybe it's because I've been playing a lot of Exploding Kittens with my kid and using a "Nope" on someone else's "Nope" is hella fun.
My first response would be that it's a game and the ruling makes the game more fun. But it also doesn't affect the realism (so much as magic can be said to have realism at all) for me, because the DM narrates the passage of time and can simply tell the story so that it makes sense:In a game-only sense, sure. Magic made a lot of hay with this.
But in an RPG that's trying to maintain some semblance of consistent passage of time in the setting, it doesn't make sense.
No matter how much in-game time it takes to cast a counterspell, that amount of time has to be a positive number greater than zero. If you cast one in response to my casting one, by the time yours resolves mine must have also resolved - we're casting the same spell and you in theory can't cast yours any faster than I can cast mine. (if you can, we have a much bigger problem)
And before you say you start casting yours before I start mine because you see me loading up to cast one, that doesn't work either because I could then choose to bail on casting mine, which means you almost certainly wouldn't start yours until I'd already committed to mine by beginning to cast it, in turn meaning mine has to finish before yours because it started before yours.
Sorry, but Crawford's ruling on this is utter garbage.
The 5e counterspell is very not good since it does not involve any skill checks or readied actions. In 3.5 it was not even a spell though & the difference kept it from being a retcon.
COUNTERSPELLS
It is possible to cast any spell as a counterspell. By doing so, you are
using the spell’s energy to disrupt the casting of the same spell by
another character. Counterspelling works even if one spell is divine
and the other arcane.
How Counterspells Work: To use a counterspell, you must
select an opponent as the target of the counterspell. You do this by
choosing the ready action (page 160). In doing so, you elect to wait
to complete your action until your opponent tries to cast a spell.
(You may still move your speed, since ready is a standard action.)
If the target of your counterspell tries to cast a spell, make a
Spellcraft check (DC 15 + the spell’s level). This check is a free
action. If the check succeeds, you correctly identify the opponent’s
spell and can attempt to counter it. If the check fails, you can’t do
either of these things.
To complete the action, you must then cast the correct spell. As a
general rule, a spell can only counter itself. For example, a fireball
spell is effective as a counter to another fireball spell, but not to any
other spell, no matter how similar. Fireball cannot counter delayed
blast fireball or vice versa. If you are able to cast the same spell and
you have it prepared (if you prepare spells), you cast it, altering it
slightly to create a counterspell effect. If the target is within range,
both spells automatically negate each other with no other results.
Counterspelling Metamagic Spells: Metamagic feats are not
taken into account when determining whether a spell can be
countered. For example, a normal fireball can counter a maximized
fireball (that is, a fireball that has been enhanced by the metamagic
feat Maximize Spell) and vice versa.
Specific Exceptions: Some spells specifically counter each
other, especially when they have diametrically opposed effects. For
example, you can counter a haste spell with a slow spell as well as
with another haste spell, or you can counter reduce person with enlarge
person.
Dispel Magic as a Counterspell: You can use dispel magic to
counterspell another spellcaster, and you don’t need to identify the
spell he or she is casting. However, dispel magic doesn’t always work
as a counterspell (see the spell description, page 223).
*phb170
check is defined...5e counterspell DOES involve a check, unless cast at an equal or higher level to the spell countered.
This is either flat wrong or a stellar example of the painful splitting of hairs caused by "natural language" frequently robs GMs of the ability to convey clear & concise meaning with clear & concise wording. Checks are a term that is fairly well accepted as a specific thing throughout the ttrpg community and nearly every editionof d&d other than 5e. Thanks to natural language and a lack of well defined terms we need to hash out if some form of check like a skill check with a d20 roll is meaningfully different from a logic flow gating where counters Pell needs to be cast at the same slot level or higher. Luckily 6e is already improving this gm kneecap ping self inflicted wound with "d20 checks" as a specifically defined subset of "d20 tests.3e/3.5e counterspelling was a clunky mess that was near impossible to set up and generally not worth doing so. I don't recall a player using it in my entire time running or playing 3e/3.5e.
As annoying as 5e counterspell is, I consider it a vast improvement over 3e.