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*Dungeons & Dragons
A use for True Strike
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<blockquote data-quote="Li Shenron" data-source="post: 7968412" data-attributes="member: 1465"><p>I haven't seen or remember to have seen <em>True Strike </em>in play, so just based on gut feeling I always thought the cantrip is useful in these situations:</p><p></p><p>1- for casting a spell, when you're low on spell slots of that level</p><p>2- for using a special ability attack with few uses per day</p><p>3- for any attack on the first round of combat when ambushing</p><p></p><p>Points 1 and 2 should be fairly obvious: you give up one action (i.e. one turn) to cast <em>True Strike </em>to increase your chances at a spell or ability you don't really want to waste.</p><p></p><p>Point 3 is debatable because you would want to cast <em>True Strike</em> before rolling initiative (which is generally possible), but how do you guarantee the perfect timing between casting and the start of combat? Well, if your party is ambushing, ask your DM if the situation is favorable enough... some ambushes might be like "we need to attack <em>exactly </em>when they cross the bridge" but others can certainly be "we can pretty much attack any time we want". So just agree among the party that everybody attacks immediately after the Wizard finishes casting <em>True Strike</em>.</p><p></p><p>In general I think these are sufficient for the spell to make sense, but I also remember that years ago I was mulling over the spell text, and compared it against the Range section in the spellcasting rules chapter which says "Other spells, such as the <em>shield </em>spell, affect only you. <strong>These spells have a range of self</strong>." Well, <em>True Strike</em> doesn't have a range of self, so a possible <em>house rule</em> to extend its usage is to allow it to be cast on an ally.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7968412, member: 1465"] I haven't seen or remember to have seen [I]True Strike [/I]in play, so just based on gut feeling I always thought the cantrip is useful in these situations: 1- for casting a spell, when you're low on spell slots of that level 2- for using a special ability attack with few uses per day 3- for any attack on the first round of combat when ambushing Points 1 and 2 should be fairly obvious: you give up one action (i.e. one turn) to cast [I]True Strike [/I]to increase your chances at a spell or ability you don't really want to waste. Point 3 is debatable because you would want to cast [I]True Strike[/I] before rolling initiative (which is generally possible), but how do you guarantee the perfect timing between casting and the start of combat? Well, if your party is ambushing, ask your DM if the situation is favorable enough... some ambushes might be like "we need to attack [I]exactly [/I]when they cross the bridge" but others can certainly be "we can pretty much attack any time we want". So just agree among the party that everybody attacks immediately after the Wizard finishes casting [I]True Strike[/I]. In general I think these are sufficient for the spell to make sense, but I also remember that years ago I was mulling over the spell text, and compared it against the Range section in the spellcasting rules chapter which says "Other spells, such as the [I]shield [/I]spell, affect only you. [B]These spells have a range of self[/B]." Well, [I]True Strike[/I] doesn't have a range of self, so a possible [I]house rule[/I] to extend its usage is to allow it to be cast on an ally. [/QUOTE]
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