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20th level Sorcerer vs the world
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<blockquote data-quote="Eltab" data-source="post: 8191315" data-attributes="member: 6803337"><p>This is true: I questioned your build when I meant your playstyle and reading of the rules.</p><p></p><p>Is Trance of Order something you can use per long rest, per short rest, or unlimited? I ask because you are claiming unbeatable bonuses on every important skill check you make. (The sessions I played with a Clockwork Sorcerer, he treated that ability like 1 / short rest.)</p><p></p><p>You claim that casting <em>Invisibility</em> makes you undetectable, even when challenging foes with Truesight and similar abilities that bypass invisibility and see you anyway.</p><p></p><p>Your Stealth check covers only you. If you bring the sims along on a confrontation, they have to make their own Stealth checks - using their abilities to boost your modifiers leaves them stuck with poorer rolls. Suppose somebody sees <em>them</em> but not you and sounds an alarm? Or interrogates them and gains enough information to tell the Wizards about who you are and your plans for them?</p><p></p><p>As noted previously, you are not fully grasping that D&D is a group game not a solo game; other players get to take a turn, and the monsters get a turn too.</p></blockquote><p></p>
[QUOTE="Eltab, post: 8191315, member: 6803337"] This is true: I questioned your build when I meant your playstyle and reading of the rules. Is Trance of Order something you can use per long rest, per short rest, or unlimited? I ask because you are claiming unbeatable bonuses on every important skill check you make. (The sessions I played with a Clockwork Sorcerer, he treated that ability like 1 / short rest.) You claim that casting [I]Invisibility[/I] makes you undetectable, even when challenging foes with Truesight and similar abilities that bypass invisibility and see you anyway. Your Stealth check covers only you. If you bring the sims along on a confrontation, they have to make their own Stealth checks - using their abilities to boost your modifiers leaves them stuck with poorer rolls. Suppose somebody sees [I]them[/I] but not you and sounds an alarm? Or interrogates them and gains enough information to tell the Wizards about who you are and your plans for them? As noted previously, you are not fully grasping that D&D is a group game not a solo game; other players get to take a turn, and the monsters get a turn too. [/QUOTE]
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