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<blockquote data-quote="Maxperson" data-source="post: 8762345" data-attributes="member: 23751"><p>What are you talking about? This is not an answer to what I said, which is that you don't have enough slots to do everything you've claimed you are casting in your less than an hour of adventuring time. As for nimble escape, I never said it was a spell. I said it cannot help you do more damage unless you are casting a spell which lets you hide so that you can attack with advantage. Without such a spell, you are seen and cannot hide from the person you are attacking.</p><p></p><p>No it can't. You cannot hide, as in you get no roll to hide at all, nimble escape or not. Period. You are seen. Nimble escape only lets you hide as a bonus action. It does not invalidate the hiding rules.</p><p></p><p>You are not invisible. You have disguise self up. "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>You don't have enough slots to do all of that for all of the encounters, plus cast spells in 6-8 combats. You have 12 slots + whatever you get back(1-4 slots, depending how you do it) from 1 short rest.</p><p></p><p>Actions ONLY happen in combat man. They are a combat specific thing. Further, even if you are in combat, RAW allows me to say, "You automatically fail, because you are attempting to do the impossible." As it's clearly impossible to search an entire room and everything in it while walking. It's not a house rule to employ RAW and not even a rogue can do what you are claiming.</p><p></p><p>Where? I only see it in combat.</p><p></p><p>Um, no. Show me any folded clothes piled on top of one another that has a 1 inch gap in-between the folded clothing. For that matter, show me any normal dresser with a drawer that has a 1 inch gap. Your eye cannot ever be as good as a rogue. Ever. The rogue can do things your eye cannot.</p><p></p><p>It gives you a roll if what you are attempting is possible, which the DM by <strong><u>RAW</u> </strong>determines. If you attempt something so foolish as to try and search an entire room and everything in it as a 6 second action, no DM I have ever played with will allow it to happen as it's impossible.</p><p></p><p>He can search a small section of the wall in 6 seconds, sure. Not a full 10x10 section, though.</p><p></p><p>The option to TPK the party does not make you better than the rogue.</p><p></p><p>Rarely being used =/= better than the rogue.</p><p></p><p>You should have a high dex and expertise. With retries you can't fail once you hit 5th level. Before that you only fail DC 30 locks, which you shouldn't be encountering at those levels. Your DM is gimping you hard.</p><p></p><p>As for the second claim the wizard with his 14 dex and proficiency can't even open a DC 25 lock until level 5, which is when the rogue can open every lock. Prior to level 5 the best the wizard can do is DC 20. The rogue gets DC 25. The wizard cannot achieve that 30 until level nothing. He can't ever hit 30. Even at level 20 the wizard with his +6 proficiency and +2 for dex falls 2 short of something that the rogue could do in his sleep at level 5.</p><p></p><p>LOL So you've given up on level 8 and skipped straight to level 17 in order to beat the 5th level rogue I see. That's when your wizard has +8.</p><p></p><p>How does the wizard open a DC 27 with +5? He has a 14 dex and simple proficiency which is +3.</p><p></p><p>It's not a house rule. I'm going to do something you refuse to do(because the rules don't actually back you up) and quote RAW.</p><p></p><p>DMG page 237</p><p></p><p>"Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. <strong>To speed things up, assume that a character spending ten times the normal amount of time</strong> needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one."</p><p></p><p>The bolded portion is the RAW that says 10 rounds, like I said. </p><p></p><p>A dozen spell slots to open the chests on the way out? So now he cast zero spells that weren't cantrips in 6-8 combats, no disguise selfs, no charm monsters, no invisibility, no anything with a slot for the entire adventuring day? </p><p></p><p>First you are using dozens of slots to do everything better than the rogue, and now you are using no slots while still doing everything better than the rogue, so that you can cast knock on a dozen chests. Never mind that you literally can't do that, even if you didn't spend a single slot during the day. Knock is 2nd level and you only have 8 slots of level 2 or higher. Even with the short rest the best you could do is 10 chests.</p><p></p><p>Remember, you can't rely on having a long rest to replenish all of your slots. You might be running out the door after getting in over your heads with an encounter. Or you might only have had 7 encounters for the day and have one at night. Or...</p><p></p><p>IF you make the short rest slots all 1st level, which means some of those higher level spells you keep using in multiples go away.</p><p></p><p>No.....................you.......................don't. You keep saying that, but reality disagrees with you. I</p><p></p><p>f you use only 1 spell per combat, you've used 6-8 slots before you get to anything else, and there's no way you are using only one spell per combat. More likely there are going to be a few where you cast two or three. More likely you've used up 8-12 slots on combat alone, depending on the number of encounters. That leaves you 1-4 slots for all the knocks, charm monster in social situations, arcane eyes, disguise selfs, and more that you keep casting.</p><p></p><p>I have. Like above. That's a real adventuring day in which the wizard gets into combat. He uses a bunch of slots to fight with, on both offense and defense.</p><p></p><p>Other than the reality of adventuring in a dungeon where searching corridors and rooms thoroughly, takes a lot longer than 6 seconds by RAW. Nothing in RAW even comes close to suggesting that 6 seconds is enough time to search a whole room and everything in it. </p><p></p><p>RAW does support you failing to do it, though. Page 237 of the DMG allows the DM to declare impossible attempts like that............impossible and you don't get to even roll.</p><p></p><p>1) You don't get actions under the rules unless you are in combat. Outside of combat you describe what you are doing, and the DM calls for a roll if it's possible or denies you if it isn't.</p><p></p><p>2) you are not moving at walking speed. You described moving 30 feet twice, which is moving quickly under the rules and gives you a perception penalty of 5. Normal speed is 30 and if you exceed that you are into the penalty.</p><p></p><p>Per page 182 of the PHB under Travel Pace. Note that once again I am, unlike you, actually quoting RAW to back me up.</p><p></p><p>The bold is the important part. You can't assume that you have a cleric to make your wizard better, so healing is done via hit dice and maybe a few potions. You will need an hour after each combat if you want to heal.</p><p></p><p>It's none of those. It's a description of what your character is doing and then a ruling and narration by the DM. Unless you are in combat and then those rules come into play. </p><p></p><p>Actions, bonus actions, object interactions, etc. are for combat. Outside of combat they don't exist. You simple do what you do.</p><p></p><p>Probably all of them, since you are taking a lot of time to do your exploration, healing, social interaction, etc.</p><p></p><p>Not if run correctly by a DM that knows what he is doing. If you have a DM that's going to let you search entire rooms and everything in them in 6 seconds, then sure. The DM is screwing up badly if he does that, though.</p><p></p><p>Less, because dungeons have lots of doors, so you aren't going to be exploring much. So you've wasted your Arcane Eye exploring a few corridors and maybe a few rooms without doors. Then you let it go and are down one 4th level spell for the day with next to nothing to show for it.</p><p></p><p>To the first door most likely.</p><p></p><p>You MIGHT know about 1 encounter. 2 if you got incredibly lucky. 3 is out of the question since you failed to explore the vast majority of the dungeon with your Arcane Eye.</p><p></p><p>And perhaps 1 fight, with very little of the dungeon explored.</p><p></p><p>Ahh, so now you are getting 2 2nd level slots back. Earlier it was 4 1st level spells so you could have 16 slots. And before that it was an extra 4th level spell for Charm Monster or Arcane Eye. In addition to casting dozens of spells, you've now gotten back 12 spell levels at level 8 from your Arcane Recovery. That's pretty good!</p><p></p><p>You keep acting like a day is 20 minutes. It isn't. It's 24 hours. You're also casting invisibility that somehow lasts for 4-6 enounters, not 6-8, which means you've done literally nothing offensive in any of them. Or else it would break the instant you do it in the first encounter. You get advantage from invisibility twice. Once in each of 2 of the 6-8 encounters. Not a whole heck of a lot of extra DPR, especially when you had a good chance of hitting without it.</p><p></p><p>Noooooo! You don't have 9 slots left. You have 7. You got back 2 2nd level slots making it 14 total, not 16. And you've not accounted for the shield spells you will need to cast because you're in the front line in 6-8 fights. And you've not accounted for any charm monster. Or darkness. </p><p></p><p>I said you maybe set one off. If it did, then the eye is gone since it is not per RAW indestructible and it is in fact physical, which means that you have explored less than the little of the dungeon you might have explored. The small eye has no hit points, so it can't take damage and survive. And before you call this a house rule, it isn't. The spell is silent on what happens, so the DM has to make an on the spot ruling</p><p></p><p>Too bad investigation doesn't find traps. At best, if there are clues around, you can deduce a trap's existence, but you won't know what it is or where it is. Perception is for finding traps.</p><p></p><p>This will be the third time I am quoting RAW where you haven't ever actually quoted any to back up your claims.</p><p></p><p>Page 120-121 of the DMG</p><p></p><p>"A character actively looking for a trap can attempt<strong> a Wisdom (Perception)</strong> check against the trap's DC. You can also compare the DC to detect the trap with each character's <strong>passive Wisdom (Perception)</strong> score to determine whether anyone in the party notices the trap in passing."</p><p></p><p>And before you say, "But, but, the search action mentions investigation!" Yes, in some circumstances a search might be deductive and use investigation. Traps, though, use perception per RAW. </p><p></p><p>What's more, if you can assume a 14 dex for the wizard, I can assume a 14 int for the rogue(smart rogues are a thing lots of people do), so even if the wizard has a 20 int, his +7 is barely going to beat a 1st level rogue's +6 with expertise and be less than the 8th level rogue's +8.</p><p></p><p>Object interactions are for small things, not going through a bed thoroughly. You can draw a sword, get out a potion, etc. The examples are clearly quick little interactions. Searching a bed does not use the object interaction rules. It uses the perception(wis) rules for searching.</p><p></p><p>Also, and this is yet more RAW that destroys your position. From the Time rules on page 181 of the PHB.</p><p></p><p>"In a dungeon environment, the adventurers' movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable."</p><p></p><p>10 minutes for a party of 4 to search a chamber. 1 minute to go down a long hallway. 1 minute to check for traps on a single door. Never mind if you are search each 10 feet of the corridor for traps. If you are, that long hallway took hours to go down.</p><p></p><p>Or else the 10 minutes per RAW, because you are trying to use the wrong rules.</p><p></p><p>Holy hell. Do you even read to understand, or just read to respond? Because nobody said or implied anything at any time that could even remotely mean 8 encounters while you are in camp resting.</p><p></p><p>Only if you use up those slots in battle. Which means you are casting darkness multiple times, shield multiple times, charm monster at least once, etc. leaving you almost no slots for exploration or social.</p><p></p><p>Quote me the rule that says, "The PCs get to dictate the encounters," because your spells so far fail to allow it. You get maybe 1, IF there is a room without a door and IF monsters are in that room. Otherwise you don't know of any encounters via the eye.</p><p></p><p>I quoted the RAW. Out of combat the RAW is to assume 10 tries to get through the lock. If you don't like it, house rule it away.</p><p></p><p>No. Those rules are for travel pace. Nothing there says overland and in fact gives distances in feet, as well as miles, because dungeons use feet. So anything moving 40 or more feet in 6 seconds gets a -5 penalty to passive perception.</p><p></p><p>Base move = walking speed. It's irrelevant how you are moving an extra 30, if you do you are basically jogging.</p><p></p><p>That's wrong. The physicality of the eye sensor suggests that it can be destroyed. Why? Because nothing in the spell says it is immune to damage, so it isn't.</p><p></p><p>No. That's just an example of there not being an oversight. It's a fact that the sensor is physical since a less than 1 inch opening stops it and amorphous things aren't stopped by that. It's a fact that the spell does not make the sensor immune to damage. It is a fact that the spell does not list hit points, but it does say the sensor is small. That means that it can take damage and doesn't have many hit points.</p><p></p><p>Correct. It's not uncommon. Just as it's not uncommon to hear monsters. Thick wooden or iron doors are not the easiest to hear through, and it depends on what the monsters are and what they are doing.</p><p></p><p>Sure, and you aren't opening ANY doors with an arcane eye.</p><p></p><p>This is wrong. The rogue can move faster, has more hit points(unless you're spending yet MORE slots on the hit point spell), has uncanny dodge, and cunning action if he needs to get the hell out of dodge. The wizard has, "I get hit hard by stuff." Unless he wastes slots on a shield spell.</p><p></p><p>If the dungeon has even 6 rooms, it takes a full hour to search those rooms. And if you're search the corridors for traps while you go, it takes hours and hours and hours to search those. All of this is per RAW as I quoted above.</p><p></p><p>You've used up your slots casting two disguise selfs and two invisibilities to get advantage on 2 rounds of combat. 4 2nd level spells means that you've used up a 3rd or higher slot, or half of the Arcane Recovery slots already(in addition to the 4 level 1 slots recovered). You don't have any more for "invisibility then if necessary" unless you are using higher slots, which eats into charm monster and your 3rd level spells like suggestion.</p><p></p><p>Look. Are you casting invisibility for the first 6 fights or not? You keep using up concentration spells for everything, then backtracking and using other ones. You can't cast them all.</p><p></p><p>Again, look at blindsight. It explicitly says every direction. Without that explicit language, it is not every direction at once.</p><p></p><p>Not to any area you can't see. So if you are out of sight, the sound is going to be near you as you can't see past the group. Oh, wait. You're probably invisible now, despite arcane eye being up for an hour since "I don't think you ever need to cast AE more than once."</p><p></p><p>Do you have a house rule that allows you to have two concentration spells up at once? You seem to be making this error a lot.</p><p></p><p>You do realize that in combat you are looking left, right, etc. while fighting and moving around in your square. You are not always facing one direction, so it's like that ever few seconds you can glance about you, keeping creatures who are not hidden/invisible from being able to get the drop on you. At no point, though, are you looking in all directions simultaneously.</p><p></p><p>Flanking is entirely about facing. You get the bonus, because you cannot face both directions at once, so both flankers have an advantage against you due to you having to split your attention and direction to both and doing it imperfectly.</p><p></p><p>Because you don't have to play it with flanking. Flanking is all about facing, facing is NOT all about flanking. </p><p></p><p>My bad. I've never played one and thought it was heavy armor. Medium armor then. It's still better than light or no armor.</p><p></p><p>Just in this thread alone you are down to 7 slots and that was with Arcane Recovery used on 2 2nd level slots, and you haven't cast shield, darkness, that initiative spell which was probably cast due to it's duration and aid in combat, so 6 slots left, 4 of which are 1st level, no actual combat spells cast. </p><p></p><p>At this point I am not going to list specific dungeons, because they are not relevant. I have quoted the rules and page numbers. If you don't start posting actual rules and page numbers in your next post, I'm just going to ignore it and accept that you have failed.</p><p></p><p>What you have to overcome is RAW which says it takes 1 minute to go down a long passage without taking any time searching it, 10 minutes to search a room, finding traps is perception and not investigation, travel times apply to dungeons, and the DM decides if something is impossible, which by RAW searching a room or passage in 6 seconds is.</p><p></p><p>Do you have RAW that contradicts any or all of that RAW, or are you just going to grasp at more published dungeons and declare RAW without backing it up?</p></blockquote><p></p>
[QUOTE="Maxperson, post: 8762345, member: 23751"] What are you talking about? This is not an answer to what I said, which is that you don't have enough slots to do everything you've claimed you are casting in your less than an hour of adventuring time. As for nimble escape, I never said it was a spell. I said it cannot help you do more damage unless you are casting a spell which lets you hide so that you can attack with advantage. Without such a spell, you are seen and cannot hide from the person you are attacking. No it can't. You cannot hide, as in you get no roll to hide at all, nimble escape or not. Period. You are seen. Nimble escape only lets you hide as a bonus action. It does not invalidate the hiding rules. You are not invisible. You have disguise self up. "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." You don't have enough slots to do all of that for all of the encounters, plus cast spells in 6-8 combats. You have 12 slots + whatever you get back(1-4 slots, depending how you do it) from 1 short rest. Actions ONLY happen in combat man. They are a combat specific thing. Further, even if you are in combat, RAW allows me to say, "You automatically fail, because you are attempting to do the impossible." As it's clearly impossible to search an entire room and everything in it while walking. It's not a house rule to employ RAW and not even a rogue can do what you are claiming. Where? I only see it in combat. Um, no. Show me any folded clothes piled on top of one another that has a 1 inch gap in-between the folded clothing. For that matter, show me any normal dresser with a drawer that has a 1 inch gap. Your eye cannot ever be as good as a rogue. Ever. The rogue can do things your eye cannot. It gives you a roll if what you are attempting is possible, which the DM by [B][U]RAW[/U] [/B]determines. If you attempt something so foolish as to try and search an entire room and everything in it as a 6 second action, no DM I have ever played with will allow it to happen as it's impossible. He can search a small section of the wall in 6 seconds, sure. Not a full 10x10 section, though. The option to TPK the party does not make you better than the rogue. Rarely being used =/= better than the rogue. You should have a high dex and expertise. With retries you can't fail once you hit 5th level. Before that you only fail DC 30 locks, which you shouldn't be encountering at those levels. Your DM is gimping you hard. As for the second claim the wizard with his 14 dex and proficiency can't even open a DC 25 lock until level 5, which is when the rogue can open every lock. Prior to level 5 the best the wizard can do is DC 20. The rogue gets DC 25. The wizard cannot achieve that 30 until level nothing. He can't ever hit 30. Even at level 20 the wizard with his +6 proficiency and +2 for dex falls 2 short of something that the rogue could do in his sleep at level 5. LOL So you've given up on level 8 and skipped straight to level 17 in order to beat the 5th level rogue I see. That's when your wizard has +8. How does the wizard open a DC 27 with +5? He has a 14 dex and simple proficiency which is +3. It's not a house rule. I'm going to do something you refuse to do(because the rules don't actually back you up) and quote RAW. DMG page 237 "Sometimes a character fails an ability check and wants to try again. In some cases, a character is free to do so; the only real cost is the time it takes. With enough attempts and enough time, a character should eventually succeed at the task. [B]To speed things up, assume that a character spending ten times the normal amount of time[/B] needed to complete a task automatically succeeds at that task. However, no amount of repeating the check allows a character to turn an impossible task into a successful one." The bolded portion is the RAW that says 10 rounds, like I said. A dozen spell slots to open the chests on the way out? So now he cast zero spells that weren't cantrips in 6-8 combats, no disguise selfs, no charm monsters, no invisibility, no anything with a slot for the entire adventuring day? First you are using dozens of slots to do everything better than the rogue, and now you are using no slots while still doing everything better than the rogue, so that you can cast knock on a dozen chests. Never mind that you literally can't do that, even if you didn't spend a single slot during the day. Knock is 2nd level and you only have 8 slots of level 2 or higher. Even with the short rest the best you could do is 10 chests. Remember, you can't rely on having a long rest to replenish all of your slots. You might be running out the door after getting in over your heads with an encounter. Or you might only have had 7 encounters for the day and have one at night. Or... IF you make the short rest slots all 1st level, which means some of those higher level spells you keep using in multiples go away. No.....................you.......................don't. You keep saying that, but reality disagrees with you. I f you use only 1 spell per combat, you've used 6-8 slots before you get to anything else, and there's no way you are using only one spell per combat. More likely there are going to be a few where you cast two or three. More likely you've used up 8-12 slots on combat alone, depending on the number of encounters. That leaves you 1-4 slots for all the knocks, charm monster in social situations, arcane eyes, disguise selfs, and more that you keep casting. I have. Like above. That's a real adventuring day in which the wizard gets into combat. He uses a bunch of slots to fight with, on both offense and defense. Other than the reality of adventuring in a dungeon where searching corridors and rooms thoroughly, takes a lot longer than 6 seconds by RAW. Nothing in RAW even comes close to suggesting that 6 seconds is enough time to search a whole room and everything in it. RAW does support you failing to do it, though. Page 237 of the DMG allows the DM to declare impossible attempts like that............impossible and you don't get to even roll. 1) You don't get actions under the rules unless you are in combat. Outside of combat you describe what you are doing, and the DM calls for a roll if it's possible or denies you if it isn't. 2) you are not moving at walking speed. You described moving 30 feet twice, which is moving quickly under the rules and gives you a perception penalty of 5. Normal speed is 30 and if you exceed that you are into the penalty. Per page 182 of the PHB under Travel Pace. Note that once again I am, unlike you, actually quoting RAW to back me up. The bold is the important part. You can't assume that you have a cleric to make your wizard better, so healing is done via hit dice and maybe a few potions. You will need an hour after each combat if you want to heal. It's none of those. It's a description of what your character is doing and then a ruling and narration by the DM. Unless you are in combat and then those rules come into play. Actions, bonus actions, object interactions, etc. are for combat. Outside of combat they don't exist. You simple do what you do. Probably all of them, since you are taking a lot of time to do your exploration, healing, social interaction, etc. Not if run correctly by a DM that knows what he is doing. If you have a DM that's going to let you search entire rooms and everything in them in 6 seconds, then sure. The DM is screwing up badly if he does that, though. Less, because dungeons have lots of doors, so you aren't going to be exploring much. So you've wasted your Arcane Eye exploring a few corridors and maybe a few rooms without doors. Then you let it go and are down one 4th level spell for the day with next to nothing to show for it. To the first door most likely. You MIGHT know about 1 encounter. 2 if you got incredibly lucky. 3 is out of the question since you failed to explore the vast majority of the dungeon with your Arcane Eye. And perhaps 1 fight, with very little of the dungeon explored. Ahh, so now you are getting 2 2nd level slots back. Earlier it was 4 1st level spells so you could have 16 slots. And before that it was an extra 4th level spell for Charm Monster or Arcane Eye. In addition to casting dozens of spells, you've now gotten back 12 spell levels at level 8 from your Arcane Recovery. That's pretty good! You keep acting like a day is 20 minutes. It isn't. It's 24 hours. You're also casting invisibility that somehow lasts for 4-6 enounters, not 6-8, which means you've done literally nothing offensive in any of them. Or else it would break the instant you do it in the first encounter. You get advantage from invisibility twice. Once in each of 2 of the 6-8 encounters. Not a whole heck of a lot of extra DPR, especially when you had a good chance of hitting without it. Noooooo! You don't have 9 slots left. You have 7. You got back 2 2nd level slots making it 14 total, not 16. And you've not accounted for the shield spells you will need to cast because you're in the front line in 6-8 fights. And you've not accounted for any charm monster. Or darkness. I said you maybe set one off. If it did, then the eye is gone since it is not per RAW indestructible and it is in fact physical, which means that you have explored less than the little of the dungeon you might have explored. The small eye has no hit points, so it can't take damage and survive. And before you call this a house rule, it isn't. The spell is silent on what happens, so the DM has to make an on the spot ruling Too bad investigation doesn't find traps. At best, if there are clues around, you can deduce a trap's existence, but you won't know what it is or where it is. Perception is for finding traps. This will be the third time I am quoting RAW where you haven't ever actually quoted any to back up your claims. Page 120-121 of the DMG "A character actively looking for a trap can attempt[B] a Wisdom (Perception)[/B] check against the trap's DC. You can also compare the DC to detect the trap with each character's [B]passive Wisdom (Perception)[/B] score to determine whether anyone in the party notices the trap in passing." And before you say, "But, but, the search action mentions investigation!" Yes, in some circumstances a search might be deductive and use investigation. Traps, though, use perception per RAW. What's more, if you can assume a 14 dex for the wizard, I can assume a 14 int for the rogue(smart rogues are a thing lots of people do), so even if the wizard has a 20 int, his +7 is barely going to beat a 1st level rogue's +6 with expertise and be less than the 8th level rogue's +8. Object interactions are for small things, not going through a bed thoroughly. You can draw a sword, get out a potion, etc. The examples are clearly quick little interactions. Searching a bed does not use the object interaction rules. It uses the perception(wis) rules for searching. Also, and this is yet more RAW that destroys your position. From the Time rules on page 181 of the PHB. "In a dungeon environment, the adventurers' movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable." 10 minutes for a party of 4 to search a chamber. 1 minute to go down a long hallway. 1 minute to check for traps on a single door. Never mind if you are search each 10 feet of the corridor for traps. If you are, that long hallway took hours to go down. Or else the 10 minutes per RAW, because you are trying to use the wrong rules. Holy hell. Do you even read to understand, or just read to respond? Because nobody said or implied anything at any time that could even remotely mean 8 encounters while you are in camp resting. Only if you use up those slots in battle. Which means you are casting darkness multiple times, shield multiple times, charm monster at least once, etc. leaving you almost no slots for exploration or social. Quote me the rule that says, "The PCs get to dictate the encounters," because your spells so far fail to allow it. You get maybe 1, IF there is a room without a door and IF monsters are in that room. Otherwise you don't know of any encounters via the eye. I quoted the RAW. Out of combat the RAW is to assume 10 tries to get through the lock. If you don't like it, house rule it away. No. Those rules are for travel pace. Nothing there says overland and in fact gives distances in feet, as well as miles, because dungeons use feet. So anything moving 40 or more feet in 6 seconds gets a -5 penalty to passive perception. Base move = walking speed. It's irrelevant how you are moving an extra 30, if you do you are basically jogging. That's wrong. The physicality of the eye sensor suggests that it can be destroyed. Why? Because nothing in the spell says it is immune to damage, so it isn't. No. That's just an example of there not being an oversight. It's a fact that the sensor is physical since a less than 1 inch opening stops it and amorphous things aren't stopped by that. It's a fact that the spell does not make the sensor immune to damage. It is a fact that the spell does not list hit points, but it does say the sensor is small. That means that it can take damage and doesn't have many hit points. Correct. It's not uncommon. Just as it's not uncommon to hear monsters. Thick wooden or iron doors are not the easiest to hear through, and it depends on what the monsters are and what they are doing. Sure, and you aren't opening ANY doors with an arcane eye. This is wrong. The rogue can move faster, has more hit points(unless you're spending yet MORE slots on the hit point spell), has uncanny dodge, and cunning action if he needs to get the hell out of dodge. The wizard has, "I get hit hard by stuff." Unless he wastes slots on a shield spell. If the dungeon has even 6 rooms, it takes a full hour to search those rooms. And if you're search the corridors for traps while you go, it takes hours and hours and hours to search those. All of this is per RAW as I quoted above. You've used up your slots casting two disguise selfs and two invisibilities to get advantage on 2 rounds of combat. 4 2nd level spells means that you've used up a 3rd or higher slot, or half of the Arcane Recovery slots already(in addition to the 4 level 1 slots recovered). You don't have any more for "invisibility then if necessary" unless you are using higher slots, which eats into charm monster and your 3rd level spells like suggestion. Look. Are you casting invisibility for the first 6 fights or not? You keep using up concentration spells for everything, then backtracking and using other ones. You can't cast them all. Again, look at blindsight. It explicitly says every direction. Without that explicit language, it is not every direction at once. Not to any area you can't see. So if you are out of sight, the sound is going to be near you as you can't see past the group. Oh, wait. You're probably invisible now, despite arcane eye being up for an hour since "I don't think you ever need to cast AE more than once." Do you have a house rule that allows you to have two concentration spells up at once? You seem to be making this error a lot. You do realize that in combat you are looking left, right, etc. while fighting and moving around in your square. You are not always facing one direction, so it's like that ever few seconds you can glance about you, keeping creatures who are not hidden/invisible from being able to get the drop on you. At no point, though, are you looking in all directions simultaneously. Flanking is entirely about facing. You get the bonus, because you cannot face both directions at once, so both flankers have an advantage against you due to you having to split your attention and direction to both and doing it imperfectly. Because you don't have to play it with flanking. Flanking is all about facing, facing is NOT all about flanking. My bad. I've never played one and thought it was heavy armor. Medium armor then. It's still better than light or no armor. Just in this thread alone you are down to 7 slots and that was with Arcane Recovery used on 2 2nd level slots, and you haven't cast shield, darkness, that initiative spell which was probably cast due to it's duration and aid in combat, so 6 slots left, 4 of which are 1st level, no actual combat spells cast. At this point I am not going to list specific dungeons, because they are not relevant. I have quoted the rules and page numbers. If you don't start posting actual rules and page numbers in your next post, I'm just going to ignore it and accept that you have failed. What you have to overcome is RAW which says it takes 1 minute to go down a long passage without taking any time searching it, 10 minutes to search a room, finding traps is perception and not investigation, travel times apply to dungeons, and the DM decides if something is impossible, which by RAW searching a room or passage in 6 seconds is. Do you have RAW that contradicts any or all of that RAW, or are you just going to grasp at more published dungeons and declare RAW without backing it up? [/QUOTE]
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