D&D 5E Casters should go back to being interruptable like they used to be.

Does your caster spend every turn within range of an enemy? Why?
Because enemies like to run up to murder casters. Martials have limited ways to stop this (even if they want to) and what are you going to do? Disengage and Dodge means you're not casting spells. Spells spent for defense are spells that aren't actually helping the party win an encounter.
 

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Mid combat healing should be fast, easy and enough to negate at least one enemy action, especially for anyone specced to it.
In AD&D, curative magic was rare - the cleric had access to 1st, 4th and 5th level spells.

It was significantly slower to cast than the magic-user's spells. (A first level cleric spell typically takes 4 segments, a first level magic-user spell takes 1 segment). Casting it in melee? Really good way of losing a spell (even with good ACs, monster attacks were quite potent).

And a cure light wounds healed 1d8 hit points. That was it.

Healing was a long, long way from where we are today. But so was monster damage.

Cheers,
Merric
 

I'm just saying, when you nerf the casters you need to rebalanced everything. Because suddenly a hard encounter would become double deadly.

Also it would be no fun if my Wizard was interrupted every turn and couldn't do any magic except cantrips.

Denying players their turns is the worst thing you can do.
And that is essentially denying casters their turn in Combat.
Isn't stun-locking a boss denying the DM their turn? Why isn't that the worst thing you can do?
 

Because enemies like to run up to murder casters. Martials have limited ways to stop this (even if they want to) and what are you going to do? Disengage and Dodge means you're not casting spells. Spells spent for defense are spells that aren't actually helping the party win an encounter.
In the TSR days, you would find as defensible a position as you could and fight in ranks. Or your fighters would move into melee with the enemy. Why can't you use those tactics now? It's like you think your opponents will throw themselves past your front line to get to the casters, every turn. I just don't see that.
 


5Ed already have the Mage Slayer Feat.
A DM can give this feature to some monsters type like Fiend.

To interrupt we need another Feat, The Mage killer feat. Almost the same except that the attack in reaction can interrupt the spell. The hit can ask a concentration check to complete the spell. Then give this feature to all Aberation.

Small house rule. Adjust at need.
 

Because enemies like to run up to murder casters. Martials have limited ways to stop this (even if they want to) and what are you going to do? Disengage and Dodge means you're not casting spells. Spells spent for defense are spells that aren't actually helping the party win an encounter.
martials having insufficent ways to protect casters is an entirely different issue but i feel like the rest of that is exactly what should happen in those circumstances, casters should want to get out of dodge if they find themselves in melee, live to cast on another turn, shield, expidicious retreat or misty step might not be dealing direct damage but they benefit the party in that they ensure you're alive to effectively run to the back line so that you can cast your offensive spells in safety.

misty step now and fireball next turn is better than casting nothing now(be that an attempted fireball or just trying to run through) and be bleeding out on the floor next turn.
 

5Ed already have the Mage Slayer Feat.
A DM can give this feature to some monsters type like Fiend.

To interrupt we need another Feat, The Mage killer feat. Almost the same except that the attack in reaction can interrupt the spell. The hit can ask a concentration check to complete the spell. Then give this feature to all Aberation.

Small house rule. Adjust at need.
1st part of Mage slayer needs to be general rule and with advantage.

rest can be paired with +1 ASI for half-feat.
also add, when you critically hit a caster with AoO while caster is casting a spell, caster loses a number of spell slot levels equal to your proficiency bonus. Casters choice.
 

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