D&D (2024) It Is 2025 And Save Or Suck Spells Still Suck (the fun out of the game)

Well, my complaint was not that I did not get to kill a bunch of PCs.
Then perhaps play such a game. I know, you think this is trite advice but you are fighting the system in using 5e (any variant of 5e) for this purpose. I am not sure what those games are, depending on the system crunch required. In 5e the PCs are big damn heroes. They are very hard to kill and that is by design. It is also, swingy enough for a finely tuned combat experiences as to threat level is impossible. 4e could do that but it had its own issues, my guess, for that kind of combat experience, one needs a game where the party enters every combat, more or less at full resources. No attritional model.
 

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Lesson I learned early on for boss monsters: assume that the players will find a way to kill it in the first round (or at least completely neutralize it). Always. If not by a save or suck spell, then by coordinated tactics and plans that they slam onto the table with a "IN YOUR FACE, DM!!".

So I always have "phases" for boss monster encounters. I never let the whole thing end with one creature.

And if the players STILL manage to cakewalk the encounter: they deserve the win. However the baddies will escalate things next time...
 

Note that it can go the other way too. There's monsters out there, beyond the spellcasting ones, that can absolutely decimate a party of heroes, all based on "did you make your X save?". The Mind Flayer's Mind Blast comes to mind- the 2024 version has a 60' cone that demands a DC 15 Intelligence save, does 22 damage and leaves you stunned for 1 minute on a failed save. Yes, you get another shot to save each turn, but c'mon. How good are the Int saves of the average party? Maybe you have a Wizard, but you could just as easily have a Bard or Sorcerer.

It's just too much oomph to be hung on a single die roll. I miss how in 4e, some monsters had effects that came in stages. A creature might slow you first, then immobilize you if you failed a save, then petrify if you fail a third save. We've eliminated SoD for the most part, which is great, but Save or Might As Well Be Dead is a serious problem on either side of the table.

Like, with a Fighter, not all their eggs are in one basket. If they miss an attack, they got more, and they only lose a small chunk of effectiveness. Why can't spellcasters be balanced in the same way? Mostly sacred cows and people who would grumble "that's not D&D". Instead, you get people wanting spells nerfed into the ground, spell slots reduced, casters made more vulnerable, spells being interruptible, spells having horrible risks, which will bring us back to AD&D where very few people wanted to play a spellcaster, because despite the myth of "vast power" at high levels (which few ever reached), the deck is almost always stacked against you. If it's not immune, it has high SR (which was OK in 1e, but in 2e it was ridiculous), or it's save (negates) and of course, enemy saves just got better over time, and that's not even touching how high level spells just got slower over time, so that any peasant with a rock can win initiative and prevent you from casting almost anything!

And you know, if D&D is more fun for you without magic beyond a Cleric doing nothing but casting healing spells, I guess that's fine- make spell-less Rangers and ban Wizards- a party of 3 Fighters and a Rogue probably do enough damage to win a lot of encounters (just be prepared to hand wave challenges that require magic to solve, I guess).

But that's not so much solving the problem as nuking it from orbit and pretending it doesn't exist. Control spells should be akin to grappling- you don't just make a single die roll and pin an opponent! You might have to give them more attempts to get that magic pin going than the current game, since they might be spending a lot of turns being a lot less useful than another Fighter, but at least your encounters won't crash because of a failed roll.

That wouldn't solve the problem by itself either- people need to stop designing monsters that have nasty rider effects on their heavy damaging effects! If I get bit for 17 damage at level 2, does the monster (I'm using hypothetical monsters, don't ask if something like this exists- we all know design like this is out there) also need to knock me prone or instantly grapple me without a save or check? Does something that does a lot of fire damage with it's breath also need to set me ablaze or create a pit of acid that does damage at the start/end of my turn or when someone enters it?

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On Forced Movement- spells that can move people around have this problem where they become more powerful based on what you can move people into. Pushing a guy 15' is not the same as pushing them 15' into a spiked pit, of a cliff, or into a sickening radiance spell. Being able to move someone who is surrounded by 3 of your buddies, an animal companion, an Imp familiar, and a summoned monster is a lot different than moving someone past a single foe.

A spell that prones can be very similar- it's value rises if your group has high movement, mobility, or a lot of melee attacks than if not.

Certainly, party synergy and potential combos are things a savvy group should be looking for, but is it really wise to design spells where their effect is so variable? It's like the 2024 spirit guardians- there's groups who have Clerics just cast it and it's great.

Then there's groups who fling enemies into and out of it's effect, cast Fly on the Cleric so he can take the Dash action and zip about the room, or just have the Barbarian run around with the Cleric on their shoulders! At some point, the effect gets out of control.

And with forced movement becoming more readily available in 2024 with weapon masteries, people trying to get extra mileage out of this sort of thing could become way more common (especially for people who've played BG3).

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On suggestion. This spell has always been a PITA. Either you have the spell work perfectly in the DM's hands, or have the DM turn into a jackass genie if you try to cast it, their brain working overtime to find some loophole or excuse they can employ against it working before even engaging with the saving throw.

Removing all of it's safeguards is a solution, but a terrible one, IMO. They bothered to give command bespoke effects that keep the spell's effects reasonable. Why not do something similar here? Some people will gripe about losing creative uses of the spell, but a DM can always allow that if they dare. Far more, I think, would prefer spells that do what they say they do, nothing more, nothing less, and not have to worry about "creative, out of the box players" upending the game's challenge by using spells in unprecedented ways.

And it's not like there aren't a ton of spells lurking at higher levels that are even worse, so it becomes like fighting a hydra. Cut off one head, more are incoming!
 

You don't think the DM using these spells as written against the PCs is fair? The players may not like it, but I don't think you can say it isn't fair. After all, what kind of play is turnabout?
I don't think it was an issue of fairness, but what is fun. No one, PC or DM, likes to do nothing for a turn. That being said, this has never really been an issue for my group (for the PCs or DM).
 
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Then perhaps play such a game. I know, you think this is trite advice but you are fighting the system in using 5e (any variant of 5e) for this purpose. I am not sure what those games are, depending on the system crunch required. In 5e the PCs are big damn heroes. They are very hard to kill and that is by design. It is also, swingy enough for a finely tuned combat experiences as to threat level is impossible. 4e could do that but it had its own issues, my guess, for that kind of combat experience, one needs a game where the party enters every combat, more or less at full resources. No attritional model.
Maybe reread the bit you quoted.
 

Lesson I learned early on for boss monsters: assume that the players will find a way to kill it in the first round (or at least completely neutralize it). Always. If not by a save or suck spell, then by coordinated tactics and plans that they slam onto the table with a "IN YOUR FACE, DM!!".

So I always have "phases" for boss monster encounters. I never let the whole thing end with one creature.

And if the players STILL manage to cakewalk the encounter: they deserve the win. However the baddies will escalate things next time...
This situation was not a question of "how should i design this boss monster encounter." I have a system that works great for that (I have outlined it here on EN World before). We are playing 2024 by the book, to see how it goes.
 

The Warlock has thus far been the most surprising:

One with Shadows is infinite Invisibility casts, they don't even have to stay in darkness/dim light to stay invisible, only to cast it.
Pact of the Blade lets them change their weapon damage to necrotic, psychic, or radiant on the fly. Resistances and immunities mean little to them
Lessons of the First Ones lets them pick up multiple origin feats, I was surprised when the warlock at in tier2 all of the sudden started asking me to have disadvantage on attack rolls against them, and having advantage on their attack rolls- they'd taken the Luck feat as an invocation :'D
Between the free invisibility and Luck points, they're crit-fishing for their eldritch smites quite successfully.
Never played with a warlock PC.
 


This put a somewhat different light on things, however, I think that my comments hold. Strong player character protection and the difficulty of killing off characters has been noted over the years and nothing in 2024 version changes this. It is a primary feature of 5e.
Again, the "goal" was never to kill PCs, and not being able to kill them was never the complaint.
 

First off, apologies I got this wrong and am obviously more tired than I though and fixated on it.
That subject line is a little incendiary, but anway.

Last night the PCs (5 4th level 5E2024 characters) went into a young black dragon's lair to kill it. The dragon also had an allied abomination (using the stats for a half dragon in the MM). This was, per the A5E chart (which has been pretty accurate, even for 2024 rules) a Deadly encounter. And it mighthave been if not a for a few failed saves.

Just a reminder: a young dragon is not a legendary creature, has no legendary actions, and has no lair actions.

As soons as the PCs enter, the wizard casts suggestion on the half dragon and compels it to just up and leave. It fails. it leaves. Suggestion is RIDICULOUS.

The dragon swoops down on the monk, breaths, and drops the monk instantly (dying not dead). So it looks like there might be an actual fight to be had, even with the solo young dragon. Then the bard gets going with Dissonate Whispers (which triggers opportunity attacks). The dragon does not recharge its breath and unloads on the bard. Unfortunately, the dice were not with me at all.

Ultimately, hideous laughter completely did the dragon in.

What an underwhelming experience.

Note: I am not saying that there is anything wrong with the rules, or with luck having so much weight in the fight. I am just complaining that it turned into a comedy of errors rather than anything fun and tense. And I am still aghast at suggestion.

Anyway: how do you feel about save or suck spells in D&D 2024? Anything interesting, fun or frustrating to share?
Did the players find this underwhelming? or was it just you?
 

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