I disagree that chaotic alignments are about breaking the law. They are more about individuals, rather than group. That said, if someone with say a criminal background engages in criminal activity as an adventurer, they can and likely will run afoul of the law.
Sure and many adventures are specifically about breaking the law. So they need to fracture a few laws. As for alignment, the chaotic alignments are the opposite of the Lawful alignments .... which have lawful in their name.
I mean breking into the tower to save the princess is illegal, breaking into the Necromancer's tower to recover the artifact is illegal, using your slight of hand ability to life a purse is illegal. So in your world charming someone is illegal .... big deal.
Overlooked by the DM more like it. There's nothing rational about a country or city allowing mind control magic to be used on its citizens, law enforcement and nobility.
Drow cities literally sacrifice their male children and rape (real rape not mind rape) non-Elves .... and it is legal there.
But what I was talking about in context is that 1) in the middle of nowhere you aren't going to get reported, and 2) often the middle of nowhere is outside of any country and no laws apply.
Who cares if you are reported?
A friendly acquaintance probably isn't going to loan you money or comp you a meal, either. A friendly acquaintance is just some guy you see every few months at a friend's party and talk to for a bit. You don't hang out. You don't do favors for each other. You're just acquainted with one another and get along at the party. I say probably, because certain personalities and alignments would be likely to do something like that, but then they're also the ones that give charity meals to people and volunteer to help the poor, so they'd likely do it for a stranger, too.
They often will. If you tell a friendly acquaintence - I got to pee, just let me run in and use the latirne, he probably is going to.
I have bought rounds IRL for friendly acquaintances - exactly the people you say - someone I see every few months, plenty of times.
Done is done. The authorities are now after you. It makes no matter to me if it's 8 hours later.
Yeah, so they are after you whether you cast the charm or not.
This just isn't true. People don['t have access to Google, massive libraries or networks of sages to figure out if you were lying. Depending on the circumstances it's possible, but most of the time you aren't going to be caught. And if you are, well lying ISN'T illegal the vast majority of the time. Defrauding someone would be different.
So is it the spell or the deception that is illegal? If I cast the charm at our elven cleric (advantage and proficiency) and then the Ranger uses beguiling twist to twist it on to the guy we are talking to is that illegal? I mean we did nto cast a spell on him. How about if an enchantment Wizard uses hypnotic gaze instead of charm person?
Is just conning them illegal?
If it is dim light you would.Yes, I know. But you aren't getting advantage on that and wizards as a general rule, are not stealthy. They take arcana, investigation and other skills that they are actually good at. Exceptions exist, but it's not a wizard thing to be stealthy. 39 years of playing D&D and never once have I heard, "You can add wizard to the list of stealthy classes."![]()
Also I generally will try to get stealth or perception before Arcana. The only time I would take Arcana is if it was a campaign where I thought I would have downtime to make scrolls, and that is rare. Arcana is not often used and when it is I have a good ability.
I do get Investigation quite a bit.
Your 39 years do ot include a lot of 5E, in 5E any class can be stealthy. A wizard has an advantage over most in that he can use spells to augment it.
There are no predefined roles in 5E. I know a lot of people play that way but the system allows a wide variation in builds
Which generally isn't hard, especially in dim light where creatures can easily miss you while you are just standing out in the open.
This is not normal. Further if anyone could hide while partially obscured then the wood elf ability and the skulker feat would be useless.
JC talked about stealth several years ago and it basically boils down to no you can't hide unless you are obscured but the DM can make exceptions.
I never had a DM that allowed hiding in the open when enemies can see you, even in dim light.
Okay. The rogue can hide 24 hours a day. The wizard gets what? 1-4 hours depending on level? That's massively worse than 24/7 like the rogue can do.
Only while they are obscured during that time. IF you are talking about "day" that implies daylight.
Dim light creates a lightly obscured area. Obscurement puts seeing something or someone in doubt.
No they don't. If you can see something, you can see something. As I said above there would be no point to the feat or the Wood Elf ability if this was the case.
Enough. Every slot wasted reduces your ability to try and match another class.
Not really because it is rare you will use all your slots in 1 day after level 5 or so, especially since you get some back through Arcane recovery on a short rest.
Moreover the extra points on your abilities that have slkills associated (like dexterity) increase your ability to match another class 24-7.
At 20 vs 10, a +5 difference it will still be much less than 3 times a day it matters.Not often. I keep telling people who try and say that you need an 18 or 20 that, but very few listen.![]()
A whole hour? It's a good thing that the 6-8 encounters are balanced around the adventuring hour.![]()
Absolutely, because they go away after you are hit. You only need them within 1 hour of the first time you get hit to get their use.
The 6-8 encounters, on the rare occasion that actually happens, are typically in dungeon crawls that take around 3-4 hours of game time. The primary time spent between that is the 2 short rests, the rest of the time goes slowly in game time. Consider a party with Dwarfs or halflings covers 15,000 feet in one hour. It is very rare you will find a dugeon that would take more than 2 hours to clear, add in the short rests you take and that should be your adventuring day.
If you spend an entire 16 hours adventuring, usually that is on some sort of overland travel where you will have far less than 6 encounters.
I'd rather have the 6 hit points 24/7, which do make a difference much more often than the +1 to concentration.
Sure and that is one of the reason (of several) why your Wizards not good at anything other than combat.
The odds of all or even most of the encounters happening in the hour or two that you cast the spell once or twice are slim.
Hit points are a well. Only the first damage totaling that amount needs to happen in the first hour and you can usually predict when that will be.
There are times that will not be the case, but it generally will be.
Not really.Hell, you could end up with most or all of the encounters happening without you being able to prep in advance, so you could be wasting the spell entirely.
For a few fights. If you want it in all 6-8 fights it will be significantly more slots.
With 2 short rests you cast it to start, then after the first short rest and after the second and you have more hps to burn between short rests than the guy with 1 point more of con. That is 3 slots if you do a whole 3-short rest day.
Now it is possible to go more than an hour between short rests on a 6+ encounter day, but that is rare.
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