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I mean we can use other spells like Eldritch Blast or combinations of spells if you want to start complicating things with additional effects. I'm just trying to figure out a baseline here.

So retargeting and rolling extra damage?
Those are probably the biggest 2, yes.

If you declared all the targets before you rolled, then you don't need to spend time deciding what to do between each strike.

And then just rolling/adding 50% more.

If you make 4 attacks against the same target, roll all the d20's at once, then roll all the damage at once. That would be a fair bit faster.

I mean, you can go time yourself and see.
 

Those are probably the biggest 2, yes.

If you declared all the targets before you rolled, then you don't need to spend time deciding what to do between each strike.

And then just rolling/adding 50% more.

If you make 4 attacks against the same target, roll all the d20's at once, then roll all the damage at once. That would be a fair bit faster.

I mean, you can go time yourself and see.
Thanks! I'm very, very fast at the game (4E DM), so I don't trust myself to be a meaningful metric.
 


It almost never plays out like that for us. It's almost always a long discussion about whether you can hit three or four targets, not hit allies, not burn up the papers on that desk in the process, etc..

And then the 25% of the time where the answer is "Yes you will hit an ally or that thing you didn't want to burn up" the caster says OK nevermind I will pick another spell. And MORE time is wasted waiting around for that.

Meanwhile the fighter runs in, hits the same target over and over until it goes down, and bobs your uncle.
I might see that with a brand newish player with a caster, but generally just pointing out that they should be thinking about those kinds of things & looking at the map before their turn rolls around lights up the mental lightbulb & they get the hang of things pretty quickly even when I was still using minis & a battlemat. Now with a display on the table attached to a touch enabled VTT it's an even more trivial matter. The real slow down is extra attack equipped PCs being able to switch weapons move around & delay for status updates mid action.
 

I might see that with a brand newish player with a caster, but generally just pointing out that they should be thinking about those kinds of things & looking at the map before their turn rolls around lights up the mental lightbulb & they get the hang of things pretty quickly even when I was still using minis & a battlemat. Now with a display on the table attached to a touch enabled VTT it's an even more trivial matter. The real slow down is extra attack equipped PCs being able to switch weapons move around & delay for status updates mid action.
We've been playing continuously for 23 years with this group, and fireball has been that way through three editions now for our players (as are some other area spells). Sure, could be just our group, but it's definitely not newbies.
 

Look, if we are assuming people who know what they are doing, I'm not sure how someone who knows what they are doing with 3-4 attacks won't be quicker than someone trying to catch as many people in a fireball blast. Not only that, but the possibility of implied effects (such what @Mistwell points out in one of his previous posts) tends to get a bit of litigation on after-effects of such things.
 

We've been playing continuously for 23 years with this group, and fireball has been that way through three editions now for our players (as are some other area spells). Sure, could be just our group, but it's definitely not newbies.
"How do I fireball the orcs without fireballing the fighter" is so iconic to D&D that WOTC gives you a way to aviod the question for free in the 5e SRD.
 


What adjustments are needed for flying that aren't needed for ranged attackers in general?
you can cover the distance to ranged attackers, you cannot do so for fliers.

Barricades are not a problem for fliers

Getting to hard to reach points is not a problem for fliers
 

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