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Dealing with spellcasters as a martial

Erechel

Explorer
Player: Can I use my free object interaction to kick away his sword, so he can't just grab it again?
DM: No, you're standing in grass. It won't go anywhere.
Have you played football (I'm talking about real football, not the American rugby :p)? Grass is important because it allows the ball to slide easily. If you say something such as "it is plenty of rocks", I would buy it. But, as I've said prior, if you want to be an ass, I say "Then I stomp on it".

I perceive that the spellcaster is already limited in many ways, such that further limitations would be egregious. The primary limitations are that their spells frequently do nothing (because a successful saving throw negates), or they are inferior anyway (because they deal significantly less damage than the fighter swinging a sword).

That's the quid of the discussion. You ban every possibility of martial's ingenuity because you perceive the spellcasters as underpowered. Then, I don't agree with your conclussion: yes, fighters are better at damaging soloes, but they are limited too: monsters with high AC, weapon resistances (to which magic weapons are irrelevant, as they are too optional, even more so than improvising actions), flying creatures, attacks that inflict the prone condition (that grants disadvantage to melee) are way more common than magic resistances and high ST on them. There are 140 monsters in the Monster Manual with saving throws on them (in a combination of low and high scores), and no one with all of them. 117 of them have proficency in Wisdom save (funny enough, at least two of them have "Wis +0", like the zombies). 120 have better AC than 18, so there is actually more creatures with high AC than with Wisdom saves. Even then, the worried caster can change between saves to look for the optimal one, or rely on spells that do damage even with a save, a Spell Attack or without any possible save (such as Sleep or Magic Missile). The fighter, instead, can't. He isn't never allowed to prescind of an attack. And he doesn't do any damage if he fails. Furthermore, intelligent monsters are going to exploit the fighter weaknessess, like multiple oponents, not engaging on melee by flying or teleporting (forcing the melee character to use subpar tactics like throwing javelins). A blasty warlock combines the damage reliance of a fighter, distance and spell utility. I saw this every time I play in my table: the warlock puts great damage, surpassing my fighter even when he is a social interaction-focused character. Also, even if I want to, my fighter is always surpassed when numbers abound, whereas a wizard just flies and blast them, having the same or better AC than I do when necessary (Mage Armor+Dex+Shield Spell as a reaction+Blur for disadvantage on attacks). Combine this with Racial abilities, that tend to balance things on the wizards side (giving them proficiencies that belong to the fighter, like weapons and armor, and such). Not to mention the Cleric or the Paladin, who have heavy armor and spells. All that comes at a cost, of course: spell slots, magic focus, etc.

Then this is reduced to versatility. Magic is versatility to deal with every possible outcome. A strength melee fighter is reduced to melee fights. An archmage flies over it while blasting from far away. Or flies looking for cover, and summons monsters next to the archer types, without having to worry about disadvantage from long range in his spells. A wizard has nothing to do on melee, in the first place. Other spellcasters, instead, can: take the Druid or Cleric as a paradigm of what a fullcaster can do on melee. A druid, as I've said countless times, is practically immune to tactics like double-grapple to silence a caster. Even stretching the double grapple, if the choke works on an unarmored caster, it won't in a fullcaster in full armor, like the War cleric, and the Disarm won't be as efficient if the Spell Focus is a shield.

The game is already plenty interesting when the fighter has their sword and the wizard has their spells. That is the baseline level of interesting which the game advertises. By taking away the majority of the spells from the wizard, the resulting game is less interesting because of it. If this was still third edition, and spells actually were more useful than swords, then the ability for a fighter to shut off ninety-percent of the wizard's spell list would have made the game more interesting. Or you could go back to AD&D, when fighters really could shut down wizards from casting spells, and that was also fine.

It's only fifth edition, with spell DCs and spell damage nerfed into the ground, where giving the fighter an ability to shut down a wizard would be bad design. (Or fourth edition, I suppose. From what I recall, you also didn't see nearly as many anti-magic zones in 4E as you did in earlier editions.)

[MENTION=6775031]Saelorn[/MENTION], you and I have radically different concepts of "plenty interesting" if you claim that the fighter has his sword and the wizard his spells. As I've said now countless times, if all I can do is "I attack" without anything else I could try having any chance of success, in a game of imagination, cunning and agency, you are reducing a PC to a DPR machine and nothing else. His actions in game have no true meaning, he has not true choice. The only important thing is "the build", that is his actions as a player outside the game: maximizing DPR, and pray that the DM throws a magic weapon, or that his wizard friend grants him the ability to fly on him if the enemies are far above the ground. Yes, when multiple conditions are met (like melee range with non resistant creatures) his melee damage is better than the wizard on a DPR only standpoint. Everywhere else, he is way more limited. It is the old "Quadratic wizard, linear fighter" issue all over again. Heck, someone even claimed that "is already bad enough" shoves and grapples per se, reducing even more the versatility in game.

When agency is reduced to 1 possible action, "I attack", it is not a roleplaying game anymore, reducing the spectre of what D&D is. It is not a surprise that a Disarm attack, even when it is on an official book, the DMG, it is at the DM's fiat, and critiziced even when it is an official rule, as a houseruling. Yes, everything in any book is at the DM's arbiter: even the Attack or the Spells. Ignoring the Spell components rules is part of the DM's fiat, but I don't believe that it is at the "5e spirit of rules". Not at all: every spell description has this feature included. It is among the Spellcasting rules in the PHB. But, if you impede to interact with it, you may as well claim that this limitation has no use at all. Keep in mind that spell components are a explicit limitation to spellcasting, not something I've came from nothing, so you can't claim that I'm against the 5e spirit. Spellcasting is not granted, it is also at DM's fiat, but more than that, it has clear limitations by itself.

And yes, as a player I may take advantage of that. And yes, the way of doing it can be denied or make it difficult by a DM. But don't forget that I'm a DM, as I've said countless times too. I'm mostly a DM. As I've said enough, my double grapple at disadvantage, is far from being perfect. It isn't. Also because it is ineffective (as I've said too, disarming a caster and then kick the arcane focus is way more effective, and require less actions, and if the DM is too unwieldly, at least you don't have disadvantage and make damage a lot of damage in the process). But it is an honest attempt to interact with the often ignored rules of the game, that even has more possibilities. To say no, although it is within the DM's privileges, is to reduce the possible actions in game. A yes, even if you put an arbitrarily high DC allows more options, and has many consequences in game. Will the fighter renounce to his possibility of making an attack to the mere possibility to shut down certain spells? It is more convenient to just DPR the enemies? Agency. Options. Also enables actions from the wizard: he knows that the fighter comes at him with his Action surge: will he fly away? will he attempt a hold person? will he cast freedom of movement and then Misty Step away? or just blast away his enemies, and then rely in his minions to shove the fighter and prevent him to shut him down? If there is no danger other than DPR, then a DPR war it is. Freedom of movement, preparing backup spells without verbal components, backup wands, etc. will have no meaning at all. Luck will determine what happens, not actions, because the only and best action possible is to make damage. And there will be bad blood between a pretty restrictive master and the players.

And that's it. That's the core of the discussion. That's why I'm saying that the opposition is on principle, instead of a mechanic one. I've given perfectly legal mechanics, and that raised the waters too. The "There will not be anymore Archmage enemies!" and "there will not be any more wizards"" complaints are fallacies. They are perfectly able to be there, and all their weaknesses and strenghts will be even more evident: they are not frontliners, they are controllers, masters of minions or blasters from safe distance, manipulating the battleground to their advantage, to avoid being at an disadvantageous position in melee. And the fighters and martials will be the ones dominating melee combat, protecting the squishies and the "Big Guns" that control the crowds, buff and protect them with spells.
 

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Saelorn, you and I have radically different concepts of "plenty interesting" if you claim that the fighter has his sword and the wizard his spells. As I've said now countless times, if all I can do is "I attack" without anything else I could try having any chance of success, in a game of imagination, cunning and agency, you are reducing a PC to a DPR machine and nothing else. His actions in game have no true meaning, he has not true choice.
This isn't some degenerate story-telling game. This is a role-playing game. You should choose to do what your character would do in that scenario. If your character is a knight wielding a sword, in a battle to the death against another human, and your first thought isn't that you should attack them with your sword, then something has gone very wrong. If swords weren't the most effective answer to a wide variety of combat situations, then there would be no reason to dedicate half of the class mechanics and a third of the magical item section to covering them.

Even ignoring the fact that there's an underlying reality of the game world which we're attempting to model, letting improvised actions completely obviate codified actions would make for terrible game design. If improvised actions were generally more effective than codified actions, then there would be no need for the rules to codify any actions, since nobody would ever use them. Instead of carrying around a magic sword that you earned after a grueling quest, you'd just carry around some rocks and a bag of flour, and the entire game would devolve into fast-talking favorable rulings out of the DM. In order for improvised actions to be balanced against codified actions over-all, the situations where they are better than codified actions need to be extremely situational, and "any time you're fighting a wizard" does not qualify for that.

The "There will not be anymore Archmage enemies!" and "there will not be any more wizards"" complaints are fallacies. They are perfectly able to be there, and all their weaknesses and strenghts will be even more evident: they are not frontliners, they are controllers, masters of minions or blasters from safe distance, manipulating the battleground to their advantage, to avoid being at an disadvantageous position in melee. And the fighters and martials will be the ones dominating melee combat, protecting the squishies and the "Big Guns" that control the crowds, buff and protect them with spells.
If your solution to a wizard in melee being instantly shut down is that all wizards stay a hundred feet away from combat, then your solution is worse than the problem. Huge battlefield encounters are a pain to run, and rarely appropriate for dungeons. If you don't allow your ridiculous choke action, then wizards only need to stay thirty feet away from combat (as befits their smaller hit die and lower AC), and then you don't have to worry about running a huge battlefield in order to let them stand a chance against your instant-win fighters.
 

Erechel

Explorer
This isn't some degenerate story-telling game. This is a role-playing game. You should choose to do what your character would do in that scenario. If your character is a knight wielding a sword, in a battle to the death against another human, and your first thought isn't that you should attack them with your sword, then something has gone very wrong. If swords weren't the most effective answer to a wide variety of combat situations, then there would be no reason to dedicate half of the class mechanics and a third of the magical item section to covering them.

And this is where the discussion degenerates from a real discussion to a bait and flamewar. Degenerate storytelling game, yeah. Of course. Except that it is a storytelling game. Both, storytelling AND game. And thus, you have agency to choose your actions, and you have MECHANICS to decide how to resolve said elections. If there is only one action, you deny both STORYTELLING AND GAME. You don't decide anything at all. You deny disarm that already has a mechanic, because you decide to... arbitrarily. You deny Improvised Actions, arbitrarily. You deny players agency, the base of ANY RPG, on behalf of DM's lazyness.

Besides, you are grossly misunderstanding combat (and sword combat, in particular) if you don't acknowledge shoves, grapples, disarms, parries, counterattacks, feints, etc. "I attack" and piling damage all the time isn't what you do at all in a sword fight. But you don't have to believe me: consult ANY fencing manual, if you look for a more accurate response. Here, courtesy from Talhoffer, a fencing master of the 15th century.

Talhoffe.jpg
There are a LOT of real world techniques. Many of them are possible to emulate through attack roles, many other don't. Sometimes, you want the other guy to be less effective, because his effectiveness implies you or your comrades get hurt, EVEN IF YOU WIN THE FIGHT. And that's the whole point. It doesn't matter than you kill the evil wizard if half your companions fell.

But again, you can even ignore realism (HP are far, far away from realism): You are grossly misundertanding verosimilitude and genre conventions if you deny that an Archmage shouldn't be near a sword-wielding 2-meters tall brute. And even more if said brute can attempt things that appear in so different series as Conan, El Zorro and Adventure Time every time an evil wizard appears or there is a fight. 30 feet isn't the distance also, furthermore: it is the distance of one movement. One. It doesn't even take an action to reach them. And also, you are thinking in 2 dimensions only: think in 3D. FLY. Levitate. In every post I've made the same easy, obvious ways to the wizard to get out of melee.

And, again, you are ignoring that a whole third of the book is spellcasting, and every spell has noted its components. There are more mentions to them than to attacks, or swords: 475 spells only in the PHB, plus the Spellcasting chapter, makes at least 476 mentions to them, without counting the spellcasting part of every class in the game. Yes, even the Martials have a spellcasting subtitle in their subclasses, or the Items chapter, where the Arcane, Divine and Druidic focus are. Yeah, real waste of space. They aren't there. At all. we will ignore their existance althogether

Even ignoring the fact that there's an underlying reality of the game world which we're attempting to model, letting improvised actions completely obviate codified actions would make for terrible game design. If improvised actions were generally more effective than codified actions, then there would be no need for the rules to codify any actions, since nobody would ever use them. Instead of carrying around a magic sword that you earned after a grueling quest, you'd just carry around some rocks and a bag of flour, and the entire game would devolve into fast-talking favorable rulings out of the DM. In order for improvised actions to be balanced against codified actions over-all, the situations where they are better than codified actions need to be extremely situational, and "any time you're fighting a wizard" does not qualify for that.

The underlying reality of the game? Ignoring real world and fantasy tropes at the same time because your only measure in a fight is DPR? That has HIT POINTS? And you say I'm a permissive DM and my DM is a moron, evidently, when you are talking about magic swords, that aren't even counted for in the game. Those rules on magic swords? Entirely optional. In the same book than the Disarm action. And Disarm isn't an improvised action. Much less grapples and shoves, that you someway imply that are wrong, too, "because you aren't using your sword". And another time, the same strawman: Everytime you fight an unprepared, stupid wizard in melee that doesn't even has a hold person prepared to negate the fighter to take any action, and that rushes into melee with him without even worry to cast freedom of movement on himself or having a MINION at his side. In fact, it is EXTREMELY situational. Disarm requires a sword, you know. It is an armed attack against another weapon.

If your solution to a wizard in melee being instantly shut down is that all wizards stay a hundred feet away from combat, then your solution is worse than the problem. Huge battlefield encounters are a pain to run, and rarely appropriate for dungeons. If you don't allow your ridiculous choke action, then wizards only need to stay thirty feet away from combat (as befits their smaller hit die and lower AC), and then you don't have to worry about running a huge battlefield in order to let them stand a chance against your instant-win fighters.

Your solution... is not even a solution. 30 feet is one walk away: if two characters focus fire in them, they are dead. And then, again, you read what you want, selecting a tiny bit of my answer and make a strawman. My solution to melee by a wizard are plenty: gangbang of minions, a familiar helping the rolls, flying ten feet upwards, prepare spells to avoid being grappled, hold person, charm, blink, mirror image, blur, a ladder, a balcony, difficult terrain, weapon and skill training. Yeah, really is only "being at hundred feets". It is not that you only focus on solo DPR as your balancer and only measure of effectiveness: You are now ignoring also the HUMONGOUS spell list that allow a caster not being in melee. And another strawman when you say "instant-win fighters", ignoring that the caster has exactly the same possibilities (in fact, better chances, because of disadvantage and several spells) of getting away from a choke that only denies their Verbal components, but keeps them alive, than the fighter of getting away of hold person. It isn't instant-win, and you keep saying that like it was true: it is a fallacy. As your entire "balance" issue: is a begging the question fallacy. The entire premise resides on accepting that DPR is the balancing factor, by excluding any other factor which the wizard masters, and then deny the very same things that, in your tought, won't affect balance as they don't include DPR. Bad news, if solo DPR is the only measure of balance, the wizard is screwed, no matter if the fighter has or not a choke movement... even more if it don't as the fighter must renounce to DPR to choke someone. If versatility (as in the old Tier system) and crowd DPR are included, then the wizard win by a long, long measure, and choking and disarming becomes a necessity for the fighter to not get waaaaay back.

I now undestand why you believe that wizards are almost useless. I'm now sure that you are playing them just wrong: your games just favors all the strengths of the fighters, and none of their weaknesses. You keep in melee without any preemptive measure, ignoring any kind of spell that doesn't favor DPR. Yes, when you look it that way, they are useless.
 

5ekyu

Hero
"Player: Can I use my free object interaction to kick away his sword, so he can't just grab it again?
DM: No, you're standing in grass. It won't go anywhere."

I replace this with:

"Player: Can I use my free object interaction to kick away his sword, so he can't just grab it again?
DM: No, as i covered during session zero, an enemy within reach who is against the interaction counts as "presents an unusual obstacle" and so that move will require an action, not your free interaction because that sword is not in your control. Same way the other guy wont be able to pick it up as an interaction if you stay there and may have to draw his other blade."
 

And this is where the discussion degenerates from a real discussion to a bait and flamewar. Degenerate storytelling game, yeah. Of course. Except that it is a storytelling game.
Dude. If you're not here to talk role-playing or role-playing games, then I have nothing to say to you. Keep your flame-bait to yourself.
 

Erechel

Explorer
Dude. If you're not here to talk role-playing or role-playing games, then I have nothing to say to you. Keep your flame-bait to yourself.
Dude, are you concious that you are the one that called a flamewar when called player's agency, the basis of an RPG a "degenerate storytelling game". I only reacted to this and pointed out. I was discussing RPGs, I've never ceased doing that. You did. Read again: the very basis of an RPG, the very introduction of the game.

"The Dungeons & Dragons roleplaying game is about
storytelling in worlds of swords and sorcery. It shares
elements with childhood games of make-believe. Like
those games, D&D is driven by imagination. It’s about picturing the towering castle beneath the stormy night
sky and imagining how a fantasy adventurer might react to the challenges that scene presents."

This is basic rules, p. 2
 

Tony Vargas

Legend
Player: Can I use my free object interaction to kick away his sword, so he can't just grab it again?
DM: No, as i covered during session zero, an enemy within reach who is against the interaction counts as "presents an unusual obstacle" and so that move will require an action, not your free interaction because that sword is not in your control. Same way the other guy wont be able to pick it up as an interaction if you stay there and may have to draw his other blade."
That's a lotta lecturing and a little information. The key is that you had a blanket ruling already in place that prevents a disarmed opponent from simply picking the blade back up 'for free' on his turn, which is what a typical read of the PH would probably lead a player to expect...

...moral of the story, take no apparent rule for granted, always ask your DM.

But again, you can even ignore realism (HP are far, far away from realism): You are grossly misundertanding verosimilitude and genre conventions if you deny that an Archmage shouldn't be near a sword-wielding 2-meters tall brute.
It's not just genre conventions, it's D&D's own conventions, magic-users were always allergic to melee, even in 3.x, at the height of the wizard's brokenness, you had to powergame a little to make a caster that could function well in melee, in 4e most spells at least still provoked in melee. But, the trend on WotC's watch has been towards wizards being at home in melee. 3.5 did let you max concentration and take feats to melee effectively while casting spells, 4e did give the wizard more than a couple of non-provoking 'Close' spells, and 5e removed OA & interruption of spell casting entirely.

So 5e has gone against not only genre & common sense 'realism' (nothing really realistic once you've accepted magic, but FWIW), but D&D's own long tradition of /casters staying the F out of melee when casting/, when it has, in most other ways, been profoundly respectful of tradition.
 

5ekyu

Hero
"That's a lotta lecturing and a little information. The key is that you had a blanket ruling already in place that prevents a disarmed opponent from simply picking the blade back up 'for free' on his turn, which is what a typical read of the PH would probably lead a player to expect..."

Of course its more lecturing when presented here, cuz you guys were not at my session zero. At table, would be briefer.

And, yes, absolutely, where 5e gives broad exception powers beyond the normal rule zero, where it mentions "the gm might.." Or "gm can..." As is the case with interactions vs obstacles (another case would be concentration special circumstances) i find it very useful at session zero to provide several examples of "yes" and "no" and where possible "maybe" to give players a solid footing as to what to expect **before** they hit border cases.

A player might expect to be able to pick up as free interaction a dropped blade when standing in a roaring mud-stained river... Since that specific example is not listed in the obstacle clause any more than the enemy is right there and wants you to not do so is... But a few yes/no/maybes at the beginning gives benchmark cases and "how it works" to help them predict.

"Would an enemy standing right there not wanting you to bend down and pick up a sword be a significant obstacle to picking it up, compared to picking it up when there is nobody else?"

You may think a typical player would be sure to expect "nope, no extra obstacle" but i have actually not had one answer that question that way or find the "in your control" vs "not in your control" (of the weapon) as less than obvious.

Different tables, different expectations.
 

Satyrn

First Post
Perhaps you’re right Tony. Keep the grapple ruling. After all, 3 actions across a party of six is a pretty big investment in time. I mean that will take a third of of the party their action for the first round. (Unless a fighter uses action surge, but what are the odds of that). What’s wrong with 1 round combats? Everyone knows rolling initiative is the best bit. Then finally we can stop end boss wizards spoiling the game for everyone. No more pesky Arch mage villains. Luckily the same will apply to the party so soon nobody will be playing non-combat casters at all. Every wizard will be an elf acrobat or gish. I mean if I’m making up grapple rules I can always make up some more V only spells, or maybe just write into stat blocks the counter to this. After all I’m the DM so am totally able to ignore the balancing methods of the game. So then I can penalize the party and have all the toys for myself. Mwahahaha. Wait let’s just play in Middle Earth and be done with it...

... or we can just ignore the idea of choke grapples and use the rules as they have been written.

Where the Tartarus are the wizard's minions during all this?
 


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