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[5E] Interrupting a Spellcaster via Ready Action
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<blockquote data-quote="5ekyu" data-source="post: 7573181" data-attributes="member: 6919838"><p>"You must not be understanding"</p><p></p><p>Nope. I understand just fine. Ready is being expanded to allow interruptive efforts and mostly its aimed at spellcasters. I said ready- counterspell not as a literal counterspell but in this regard. From now on I will attempt to be more specific and far more lengthy.</p><p></p><p>Or not.</p><p></p><p>Yes, a rogue can lift a component pouch. A fighter can disarm a staff, etc etc etc but not currently RAW in middle of someone's casting to thwart the spell. </p><p></p><p>You act like any one of these is critical, but no, because a caster csn have multiple and use whichever they have left, or choose to cast VS or choose another option, maybe an item. It's the interrupt and cost action that is being added to ready and really aimed directly at casters.</p><p></p><p></p><p>My reference to monks was toward what classes I would play if interruptive ready that can cost actions by disarm were allowed. The characters getting the most out of it are multi-attackers with minimal gear needs. It shifts a balance once you empower ready in this way - *especially* against casters. </p><p></p><p>As for magic weapons and the like, <strong>relatively easy disarm</strong> and <strong>a campaign that relies on higher power magic weapons</strong> seems to be opposing goals. Sounds like disarm the latest excalibur and the scrum for the weapon would be common combat play, especially with multiple minions at your side to play kerp-away. I mean, how much fun is combat after combat of keep-away magic weapon scrambles gonna be in a high item power game? </p><p></p><p><strong>Wouldn't the very first feature enchanted into a weapon or item be "hard to take away" is we get ready-interrupt-disarms?? otherwise the other enchantment seems silly since you may just be handing it to the enemy, right?</strong></p><p><strong></strong></p><p>Guess lots for some if +3 swords and weapon scrum is a go-to case.</p><p></p><p>Myself, if I was running a campaign with high power weapons, a feature of attunement would be "cant be taken by force". Iirc some items feature that now, but not sure from where. </p><p></p><p>So, yes, disarm would be allowed *<strong>** but magical items of certain power would be built as if the master craftsmen making them were not oblivious idiots who did not know about disarm.***</strong> Similarly, certain items for casters would get the same kind of intelligent design.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7573181, member: 6919838"] "You must not be understanding" Nope. I understand just fine. Ready is being expanded to allow interruptive efforts and mostly its aimed at spellcasters. I said ready- counterspell not as a literal counterspell but in this regard. From now on I will attempt to be more specific and far more lengthy. Or not. Yes, a rogue can lift a component pouch. A fighter can disarm a staff, etc etc etc but not currently RAW in middle of someone's casting to thwart the spell. You act like any one of these is critical, but no, because a caster csn have multiple and use whichever they have left, or choose to cast VS or choose another option, maybe an item. It's the interrupt and cost action that is being added to ready and really aimed directly at casters. My reference to monks was toward what classes I would play if interruptive ready that can cost actions by disarm were allowed. The characters getting the most out of it are multi-attackers with minimal gear needs. It shifts a balance once you empower ready in this way - *especially* against casters. As for magic weapons and the like, [B]relatively easy disarm[/B] and [B]a campaign that relies on higher power magic weapons[/B] seems to be opposing goals. Sounds like disarm the latest excalibur and the scrum for the weapon would be common combat play, especially with multiple minions at your side to play kerp-away. I mean, how much fun is combat after combat of keep-away magic weapon scrambles gonna be in a high item power game? [B]Wouldn't the very first feature enchanted into a weapon or item be "hard to take away" is we get ready-interrupt-disarms?? otherwise the other enchantment seems silly since you may just be handing it to the enemy, right? [/B] Guess lots for some if +3 swords and weapon scrum is a go-to case. Myself, if I was running a campaign with high power weapons, a feature of attunement would be "cant be taken by force". Iirc some items feature that now, but not sure from where. So, yes, disarm would be allowed *[B]** but magical items of certain power would be built as if the master craftsmen making them were not oblivious idiots who did not know about disarm.***[/B] Similarly, certain items for casters would get the same kind of intelligent design. [/QUOTE]
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[5E] Interrupting a Spellcaster via Ready Action
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