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<blockquote data-quote="ECMO3" data-source="post: 8761077" data-attributes="member: 7030563"><p>Actually probably more often considering things like invisibility, darkness and nimble escape.</p><p></p><p></p><p></p><p>It moves at the exact same speed as a Rogue! If the Rogue can find those things why can't I do it with my Eye? This is aside from the fact you can slow it down a lot (by like 90%) and there is still plenty of time time to clear just about any dungeoun.</p><p></p><p></p><p></p><p>Becqause you are saying it can't find things if moving. That is a houserule and it is one that even you applied it, it would still not stop the eye from scouting an entire dungeoun. Let it move and search and it does it 10 minutes. Make it stop and spend 4 turns searching for every 30 feet moved and it still finishes long before an hour is complete.</p><p></p><p></p><p></p><p>I am not triggering any encounters if I don't cast knock.</p><p></p><p>Moreover I can go back and cast knock on all the chests we failed on after we completely clear the dungeon and all the bad guys are dead. Without me we just leave all that treasure behind.</p><p></p><p>You haven't explained how the Rogue is going to open the locks that he fails on. Maybe I open them, maybe they are too dangerous, but having that option makes me better not worse.</p><p></p><p></p><p></p><p>They are no match for spells.</p><p></p><p></p><p></p><p>Sure they can. But if I have 6-8 encounters adventuring between the short rests and then you send more encounters during the long rests just because you want encounters when my spells are not active then you are not using a standard adventuring day.</p><p></p><p>Also keep in mind thesse hour long spells will often be active for much of the time you are doing a short rest too. If I cast disguise self and spend 15 minutes clearing 3 rooms and having 3 fights and then we short rest, the spell is still active for most of that rest.</p><p></p><p></p><p></p><p></p><p>RAW it will be far, far less than an hour unless you are traveling great distances between encounters.</p><p></p><p>8 fights of 4 rounds each is less than 4 minutes. Add the travel time between encounters and the time searching (a 6-second action) and the time opening chests etc (again typically an action) and you have the total time.</p><p></p><p>Like I said unless you are traveling great distances overland it will be much less than an hour.</p><p></p><p>I gave you an example above which included 10 battles, searching 50 rooms, untrapping and unlocking 100 chests and traveling a mile and all that took less than an hour of time.</p><p></p><p>If you add short rests in here it looks like this:</p><p>Wake up from your long rest-</p><p>Explore 15 rooms, have 3 fights, untrap 30 chests, unlock 30 chests, walk 1800 feet total between rooms - 20 minute</p><p>Short rest - 1 hour</p><p>Explore 15 rooms, have 3 fights, untrap 30 chests, unlock 30 chests, walk 1800 feet total between rooms - 20 minutes</p><p>short rest - 1 hour</p><p>Explore 15 rooms, have 3 fights, untrarap 30 chests, unlock 30 chests, qalk 1800 feet between rooms - 20 minutes</p><p></p><p>At this point you have spend 3 hours total adventuring and esting, you have completed more than a standard adventuring day worth of encounters (far more if the DM sent even more at you during your short rests).</p><p></p><p>Since you have already completed more than a standard adventuring day, you are done. You now make camp and wait 13 hours until you can start your next long rest. Alternatively you could take another short rest and then complete the last 5 rooms, which would take another hour and 10 minutes roughly and make it roughly a 4-hour adventuring day.</p><p></p><p>Now important to this discussion:</p><p>1. This example is a very spread out dungeon with more time walking than anything else.</p><p>2. This 3-hours is more than a standard adventuring day in terms of accomplishments and encounters</p><p>3. It is all completed in less than an hour plus resting time.</p><p></p><p></p><p></p><p>No I have it all the time, but stealth and exploration are not relevant and social is often not relevant when that happens. Further if you are sticking to a standard adventuring day, this will pull encounters away from when you are exploring and sneaking.</p><p></p><p>So if we are having a standard adventuring day and I have 2 short rests and you throw 4 encounters into each of them then either we are having heavy non-standard adventuring days or I am not have any encounters when I am not resting.</p><p></p><p></p><p></p><p></p><p>Exactly! So we go to those 6-8 encounters and we go to them in 3 intervals each lasting less than 15 minutes with a short rest between.</p><p></p><p>That is the whole point. Only 6-8 encounters should happen, not more than that and as long as those are tied to places or things we do then WE control when they happen, and unless there is great distances to travel they happen in minutes, not hours.</p><p></p><p>We wake up a 6:00 AM and have all those 6-8 encounters in the first 4 hours by going the places we need to go and doing the things we need to do and taking 2 short rests during that time. Then by 1000 AM we are done for the day. We completed the 6-8 encounters and we will wait around somewhere until 1000 PM when we will start another long rest to get ready for the next adventuring day.</p><p></p><p>The DM's only has two choices here:</p><p>1. to overload us during that downtime after our adventuring day is over. This drives us over the 8 encounters a day and as you noted would break the game.</p><p>2. Eliminate set encounters so they don't happen and instead make the eoncuonters happen while we are resting. This would really hurt the story I think and it makes stealth and exploration irrelevant since there are no encounters during that time.</p><p></p><p></p><p></p><p>There are actually rules for this and to be honest with a Rogue you can even go faster than that. In a turn you get movement, an action, an interaction and potentially a bonus action and reaction.</p><p></p><p>All that does take time, but very, very little time.</p><p></p><p>A Rogue can do ALL of the following in 6 seconds:</p><p>Move 30 feet (movement)</p><p>Open a door (interaction)</p><p>Search (action)</p><p>move 30 more feet (bonus action)</p><p></p><p>My Wizard could do lots of things too:</p><p>Move 30 feet (movement)</p><p>Open door (interaction)</p><p>Cast minor illusion to distract or fool guards (action)</p><p>Go into bladesong (bonus action)</p><p>move 10 more feet (extra movement)</p><p></p><p>Dealing with monsters does take more time assuming you are either going to talk to them or fight them, but we are still talking minutes and seconds respectively, not hours. There is no way RAW you are going to spend hours exploring a dungeon (not counting resting)</p><p></p><p></p><p></p><p></p><p>It does, it just happens very fast RAW.</p><p></p><p>As I keep saying the only thing that does not happen fast is traveling long distances and resting. There is time in the RAW for just about everything else you are going to do.</p><p></p><p></p><p></p><p></p><p>So will the Rogue in that case. The eye triggering the traps is ideal as they will spring and hurt no one.</p><p></p><p>RAW it hovers in the air for the duration, that is written in the spell description. You can't change that by damaging it. As long as the spell is active it is hovering there. This argument is like saying you can destroy a healing spirit or an arcane lock.</p><p></p><p></p><p></p><p></p><p>It depends if there is a 1-inch gap below the door. As I said 3 posts above the 1-inch gap is the limiting factor. There are options here, although none of them automatic.</p><p></p><p>1. You could explore everything not behind doors then go in and open the doors yourself.</p><p>2. If you know the way is clear you or potentially your familiar could go in and open the door</p><p>3. You can wait for someone to come out, although that can drain the time the spell is active.</p><p></p><p>In any case blind doors are going to be a problem for a scouting rogue too. Hee can open them, but it is unlikely he can do it without being discovered if there are concious enemies on the other side.</p><p></p><p></p><p></p><p>I am not sure if you understand the spell. Charm Monster works on all creatures. You can use it on humans or orcs or giants or dragons or try to use it on elves or anything else you are trying to talk to.</p><p></p><p>It is undoubtedly an edge to have this in your back pocket.</p><p></p><p>Sure it is one monster, but that is one more than otherwise, and I will point out that in your last post you said there would be very few monsters to communicate with anyway. So if there is very few and I can use it on one of them, that is significant. I also have friends and suggestion both of which can also be used (friends an infinite number of times)</p><p></p><p></p><p></p><p></p><p>Sure and against the Rogue he is just going to attack as well. I will add though if I cast charm monster and then the ritual he won't attack (or at least won't attack me).</p><p></p><p>Your arguement is the Rogue is better. What is the Rogue going to do in this situation when he can't communicate?</p><p></p><p></p><p></p><p></p><p></p><p>Yes they can, that is the way 5 e works. By the way the Arcane Eye spell even specifies this - <em>" You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. <u>The eye can look in every direction.</u>"</em></p><p></p><p></p><p></p><p>Time is handled in 6 second increments and during that time you see everything around you. You turn your head to do this.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Sure, certain circumstances, so not generally. </p><p></p><p>This is like a Wizard doing an Obiwan move and putting a minor illusion of a sound down the hallway in another direction to get the guards to look that way while he sneaks by.</p><p></p><p></p><p></p><p>So then you explore the area with no doors, walk in and open the door and send the eye in that direction. You are talking about seconds here.</p><p></p><p></p><p></p><p></p><p>Vision is 360 degrees on every 5E VTT published, including those endorsed by WOTC. </p><p></p><p>There are no facing rules in 5E. If you play that a player can only see in a certain direction, how do you determine what that direction is? </p><p></p><p>RAW an enemy attacking someone from behind does not get advantage and such an enemy would be "unseen" if players had limited vision.</p><p></p><p></p><p></p><p>A level 1 Dwarf Rogue wearing heavy armor has disadvantage on all skill checks and attacks.</p><p></p><p>The only thing that takes significant time during exploration is traveling, because of that speed is the most important thing when talking about how long something takes (and that was your focus with respect to spells)</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8761077, member: 7030563"] Actually probably more often considering things like invisibility, darkness and nimble escape. It moves at the exact same speed as a Rogue! If the Rogue can find those things why can't I do it with my Eye? This is aside from the fact you can slow it down a lot (by like 90%) and there is still plenty of time time to clear just about any dungeoun. Becqause you are saying it can't find things if moving. That is a houserule and it is one that even you applied it, it would still not stop the eye from scouting an entire dungeoun. Let it move and search and it does it 10 minutes. Make it stop and spend 4 turns searching for every 30 feet moved and it still finishes long before an hour is complete. I am not triggering any encounters if I don't cast knock. Moreover I can go back and cast knock on all the chests we failed on after we completely clear the dungeon and all the bad guys are dead. Without me we just leave all that treasure behind. You haven't explained how the Rogue is going to open the locks that he fails on. Maybe I open them, maybe they are too dangerous, but having that option makes me better not worse. They are no match for spells. Sure they can. But if I have 6-8 encounters adventuring between the short rests and then you send more encounters during the long rests just because you want encounters when my spells are not active then you are not using a standard adventuring day. Also keep in mind thesse hour long spells will often be active for much of the time you are doing a short rest too. If I cast disguise self and spend 15 minutes clearing 3 rooms and having 3 fights and then we short rest, the spell is still active for most of that rest. RAW it will be far, far less than an hour unless you are traveling great distances between encounters. 8 fights of 4 rounds each is less than 4 minutes. Add the travel time between encounters and the time searching (a 6-second action) and the time opening chests etc (again typically an action) and you have the total time. Like I said unless you are traveling great distances overland it will be much less than an hour. I gave you an example above which included 10 battles, searching 50 rooms, untrapping and unlocking 100 chests and traveling a mile and all that took less than an hour of time. If you add short rests in here it looks like this: Wake up from your long rest- Explore 15 rooms, have 3 fights, untrap 30 chests, unlock 30 chests, walk 1800 feet total between rooms - 20 minute Short rest - 1 hour Explore 15 rooms, have 3 fights, untrap 30 chests, unlock 30 chests, walk 1800 feet total between rooms - 20 minutes short rest - 1 hour Explore 15 rooms, have 3 fights, untrarap 30 chests, unlock 30 chests, qalk 1800 feet between rooms - 20 minutes At this point you have spend 3 hours total adventuring and esting, you have completed more than a standard adventuring day worth of encounters (far more if the DM sent even more at you during your short rests). Since you have already completed more than a standard adventuring day, you are done. You now make camp and wait 13 hours until you can start your next long rest. Alternatively you could take another short rest and then complete the last 5 rooms, which would take another hour and 10 minutes roughly and make it roughly a 4-hour adventuring day. Now important to this discussion: 1. This example is a very spread out dungeon with more time walking than anything else. 2. This 3-hours is more than a standard adventuring day in terms of accomplishments and encounters 3. It is all completed in less than an hour plus resting time. No I have it all the time, but stealth and exploration are not relevant and social is often not relevant when that happens. Further if you are sticking to a standard adventuring day, this will pull encounters away from when you are exploring and sneaking. So if we are having a standard adventuring day and I have 2 short rests and you throw 4 encounters into each of them then either we are having heavy non-standard adventuring days or I am not have any encounters when I am not resting. Exactly! So we go to those 6-8 encounters and we go to them in 3 intervals each lasting less than 15 minutes with a short rest between. That is the whole point. Only 6-8 encounters should happen, not more than that and as long as those are tied to places or things we do then WE control when they happen, and unless there is great distances to travel they happen in minutes, not hours. We wake up a 6:00 AM and have all those 6-8 encounters in the first 4 hours by going the places we need to go and doing the things we need to do and taking 2 short rests during that time. Then by 1000 AM we are done for the day. We completed the 6-8 encounters and we will wait around somewhere until 1000 PM when we will start another long rest to get ready for the next adventuring day. The DM's only has two choices here: 1. to overload us during that downtime after our adventuring day is over. This drives us over the 8 encounters a day and as you noted would break the game. 2. Eliminate set encounters so they don't happen and instead make the eoncuonters happen while we are resting. This would really hurt the story I think and it makes stealth and exploration irrelevant since there are no encounters during that time. There are actually rules for this and to be honest with a Rogue you can even go faster than that. In a turn you get movement, an action, an interaction and potentially a bonus action and reaction. All that does take time, but very, very little time. A Rogue can do ALL of the following in 6 seconds: Move 30 feet (movement) Open a door (interaction) Search (action) move 30 more feet (bonus action) My Wizard could do lots of things too: Move 30 feet (movement) Open door (interaction) Cast minor illusion to distract or fool guards (action) Go into bladesong (bonus action) move 10 more feet (extra movement) Dealing with monsters does take more time assuming you are either going to talk to them or fight them, but we are still talking minutes and seconds respectively, not hours. There is no way RAW you are going to spend hours exploring a dungeon (not counting resting) It does, it just happens very fast RAW. As I keep saying the only thing that does not happen fast is traveling long distances and resting. There is time in the RAW for just about everything else you are going to do. So will the Rogue in that case. The eye triggering the traps is ideal as they will spring and hurt no one. RAW it hovers in the air for the duration, that is written in the spell description. You can't change that by damaging it. As long as the spell is active it is hovering there. This argument is like saying you can destroy a healing spirit or an arcane lock. It depends if there is a 1-inch gap below the door. As I said 3 posts above the 1-inch gap is the limiting factor. There are options here, although none of them automatic. 1. You could explore everything not behind doors then go in and open the doors yourself. 2. If you know the way is clear you or potentially your familiar could go in and open the door 3. You can wait for someone to come out, although that can drain the time the spell is active. In any case blind doors are going to be a problem for a scouting rogue too. Hee can open them, but it is unlikely he can do it without being discovered if there are concious enemies on the other side. I am not sure if you understand the spell. Charm Monster works on all creatures. You can use it on humans or orcs or giants or dragons or try to use it on elves or anything else you are trying to talk to. It is undoubtedly an edge to have this in your back pocket. Sure it is one monster, but that is one more than otherwise, and I will point out that in your last post you said there would be very few monsters to communicate with anyway. So if there is very few and I can use it on one of them, that is significant. I also have friends and suggestion both of which can also be used (friends an infinite number of times) Sure and against the Rogue he is just going to attack as well. I will add though if I cast charm monster and then the ritual he won't attack (or at least won't attack me). Your arguement is the Rogue is better. What is the Rogue going to do in this situation when he can't communicate? Yes they can, that is the way 5 e works. By the way the Arcane Eye spell even specifies this - [I]" You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. [U]The eye can look in every direction.[/U]"[/I] Time is handled in 6 second increments and during that time you see everything around you. You turn your head to do this. Sure, certain circumstances, so not generally. This is like a Wizard doing an Obiwan move and putting a minor illusion of a sound down the hallway in another direction to get the guards to look that way while he sneaks by. So then you explore the area with no doors, walk in and open the door and send the eye in that direction. You are talking about seconds here. Vision is 360 degrees on every 5E VTT published, including those endorsed by WOTC. There are no facing rules in 5E. If you play that a player can only see in a certain direction, how do you determine what that direction is? RAW an enemy attacking someone from behind does not get advantage and such an enemy would be "unseen" if players had limited vision. A level 1 Dwarf Rogue wearing heavy armor has disadvantage on all skill checks and attacks. The only thing that takes significant time during exploration is traveling, because of that speed is the most important thing when talking about how long something takes (and that was your focus with respect to spells) [/QUOTE]
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