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As a DM - Your Top 3 Most Hated Spells
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<blockquote data-quote="Bacon Bits" data-source="post: 7875015" data-attributes="member: 6777737"><p>You say that like it can't possibly work that way. The Aim action for Rogues from the Class Feature Variants UA already works that way:</p><p></p><p></p><p></p><p>And the grappled condition already uses similar language to prohibit movement.</p><p></p><p><em>Counterspell</em> could easily say:</p><p></p><p></p><p></p><p>Sure, it's super fiddley and I wouldn't play with the spell this way, but mechanically it works just fine. 5e is certainly capable of it. No, we don't really need to care about <em>misty step</em> or other oddball corner cases. This is D&D, not Magic: The Gathering.</p><p></p><p>Personally, I don't have much of a problem with <em>counterspell.</em> I would prefer that it didn't have the "At Higher Levels" clause at all, but that's really pretty minor. If I really have an issue with it interfering with my encounter as a DM, I would probably just add an additional spellcaster who has <em>counterspell, </em>but that's somewhat of a luxury of milestone leveling.</p><p></p><p><em>True strike</em> I think is fairly useless, but it is useful in an ambush or when combined with a much higher level spell that requires a spell attack roll. In both of those cases, you can't really just attack two turns in a row. However, it's somewhat rare that you actually care that much, so its just not that useful. I think <em>true strike </em>would also be more appropriate if it cost a bonus action and then prevented you from casting spells and gave you disadvantage on attack rolls the next turn. However, I think that's too fiddley for 5e.</p><p></p><p><em>Blade ward</em> has the same problem that <em>true strike</em> does. It's only useful when Dodge doesn't work because your attackers already have disadvantage. That just doesn't come up often enough.</p><p></p><p><em>Spare the dying</em> I think is shockingly awful. When a Healer's Kit costs 5 gp for 10 de facto potions of <em>spare the dying,</em> and you can make a Medicine (Wisdom) check to do it instead, too, it's just inexcusably bad. Both of those take a standard action, and <em>spare the dying </em>is range touch. I think either the cantrip should either have a range (15 to 30 feet), should only require a bonus action, or should have some other benefit (e.g., automatically succeeds on death saves over a specified time period).</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 7875015, member: 6777737"] You say that like it can't possibly work that way. The Aim action for Rogues from the Class Feature Variants UA already works that way: And the grappled condition already uses similar language to prohibit movement. [I]Counterspell[/I] could easily say: Sure, it's super fiddley and I wouldn't play with the spell this way, but mechanically it works just fine. 5e is certainly capable of it. No, we don't really need to care about [I]misty step[/I] or other oddball corner cases. This is D&D, not Magic: The Gathering. Personally, I don't have much of a problem with [I]counterspell.[/I] I would prefer that it didn't have the "At Higher Levels" clause at all, but that's really pretty minor. If I really have an issue with it interfering with my encounter as a DM, I would probably just add an additional spellcaster who has [I]counterspell, [/I]but that's somewhat of a luxury of milestone leveling. [I]True strike[/I] I think is fairly useless, but it is useful in an ambush or when combined with a much higher level spell that requires a spell attack roll. In both of those cases, you can't really just attack two turns in a row. However, it's somewhat rare that you actually care that much, so its just not that useful. I think [I]true strike [/I]would also be more appropriate if it cost a bonus action and then prevented you from casting spells and gave you disadvantage on attack rolls the next turn. However, I think that's too fiddley for 5e. [I]Blade ward[/I] has the same problem that [I]true strike[/I] does. It's only useful when Dodge doesn't work because your attackers already have disadvantage. That just doesn't come up often enough. [I]Spare the dying[/I] I think is shockingly awful. When a Healer's Kit costs 5 gp for 10 de facto potions of [I]spare the dying,[/I] and you can make a Medicine (Wisdom) check to do it instead, too, it's just inexcusably bad. Both of those take a standard action, and [I]spare the dying [/I]is range touch. I think either the cantrip should either have a range (15 to 30 feet), should only require a bonus action, or should have some other benefit (e.g., automatically succeeds on death saves over a specified time period). [/QUOTE]
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