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As a DM - Your Top 3 Most Hated Spells
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<blockquote data-quote="Ruin Explorer" data-source="post: 7875322" data-attributes="member: 18"><p>You're totally proving my point for me here!</p><p></p><p>5E doesn't have a Move action and attempts to simulate one in order to create a novel action economy, especially out-of-turn, get complicated and weird. In turn it's less bad but given you can just use your movement before taking an action it can still get weird. I strongly suspect that UA will get changed though it is fairly reasonable as it is entirely voluntary and is its own thing, not a spell. Spells have their own rules and a spell that said "You cannot have moved the round you cast this" world be a tad wacky. </p><p></p><p>Your own example takes a different approach and uses the Incapacitated condition, which, ironically, doesn't prevent you from moving! Your setup only prevents movement on a failure. In all other cases they lose actions and reactions but can still move. Was that intended?</p><p></p><p>Either way, point is, trying to balance spells with imaginary Move actions is not a great plan. An after-cost like Incapacitated isn't bad but might be so severe that Counterspell is simply a bad idea in most cases, which is fine if that's the goal.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 7875322, member: 18"] You're totally proving my point for me here! 5E doesn't have a Move action and attempts to simulate one in order to create a novel action economy, especially out-of-turn, get complicated and weird. In turn it's less bad but given you can just use your movement before taking an action it can still get weird. I strongly suspect that UA will get changed though it is fairly reasonable as it is entirely voluntary and is its own thing, not a spell. Spells have their own rules and a spell that said "You cannot have moved the round you cast this" world be a tad wacky. Your own example takes a different approach and uses the Incapacitated condition, which, ironically, doesn't prevent you from moving! Your setup only prevents movement on a failure. In all other cases they lose actions and reactions but can still move. Was that intended? Either way, point is, trying to balance spells with imaginary Move actions is not a great plan. An after-cost like Incapacitated isn't bad but might be so severe that Counterspell is simply a bad idea in most cases, which is fine if that's the goal. [/QUOTE]
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