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Casters should go back to being interruptable like they used to be.
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<blockquote data-quote="James Gasik" data-source="post: 9213778" data-attributes="member: 6877472"><p>Given the hit points of enemies in 5e, "not being able to get to a caster because they got blown away" is a hard sell. I mean, the 8d6 fireball can fail to kill some CR 1 foes, and it's one of the most efficient damage spells.</p><p></p><p>Now there are control spells that prevent monsters from getting to you. I try to employ these as much as possible when I play a caster, but generally my group features of bunch of hotheaded melee types who want to go beat up monsters, and get annoyed when I'm like "yeah, I wouldn't go into that ice storm if I were you". Heck, the last time I used Web in a game, my own party started attacking it with torches to get at the bad guys, rather than wait for them to come to us! It was very disturbing.</p><p></p><p>A savvy caster can usually park themselves in a position where enemies have to work to get at them. I've done it. But if the enemy isn't able to reach you, then it doesn't really matter if their spells are interruptible or not.</p><p></p><p>What I'm looking at are the times when you're fighting in close quarters, dealing with large numbers of enemies, or high mobility enemies. I've recently had to deal with all three as a Wizard, where I've had no choice but to do nothing but Dodge just to stay alive- the ability of my spells to be interrupted or not didn't really matter much in that scenario either.</p><p></p><p>But having a pair of undead wolves hanging off my shorts is bad enough when I've got 2/3 the hit points of the other characters. Being told that even if I wanted to cast a "Hail Mary" that I'd get 2 opportunity attacks and lose the spell (or just die outright) for my trouble? Yeah, no thanks.</p><p></p><p>If every party was built to protect back liners, or had good tactics, sure, you could have rules like this in place. But that's not generally the case- and if it were, the potential to lose spells due to interruption would be a rare event anyways, so I'm not seeing the real advantage.</p><p></p><p>Sure, you could argue that if casters needed to be protected, then players would have to protect them...but again, it's been my experience that most players don't seem to want to do that, let alone the fact that 5e doesn't give you good tools for it. If we want to go back in time and give Fighters the Defender role again, I'd be happy to see it, but I don't see that happening.</p><p></p><p>Or even rules like 1e, that once you've engaged in melee, you can't just go wherever you want on the battlefield.</p><p></p><p>As an aside, shouldn't we also be discussing having ranged attacks be interruptible?</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9213778, member: 6877472"] Given the hit points of enemies in 5e, "not being able to get to a caster because they got blown away" is a hard sell. I mean, the 8d6 fireball can fail to kill some CR 1 foes, and it's one of the most efficient damage spells. Now there are control spells that prevent monsters from getting to you. I try to employ these as much as possible when I play a caster, but generally my group features of bunch of hotheaded melee types who want to go beat up monsters, and get annoyed when I'm like "yeah, I wouldn't go into that ice storm if I were you". Heck, the last time I used Web in a game, my own party started attacking it with torches to get at the bad guys, rather than wait for them to come to us! It was very disturbing. A savvy caster can usually park themselves in a position where enemies have to work to get at them. I've done it. But if the enemy isn't able to reach you, then it doesn't really matter if their spells are interruptible or not. What I'm looking at are the times when you're fighting in close quarters, dealing with large numbers of enemies, or high mobility enemies. I've recently had to deal with all three as a Wizard, where I've had no choice but to do nothing but Dodge just to stay alive- the ability of my spells to be interrupted or not didn't really matter much in that scenario either. But having a pair of undead wolves hanging off my shorts is bad enough when I've got 2/3 the hit points of the other characters. Being told that even if I wanted to cast a "Hail Mary" that I'd get 2 opportunity attacks and lose the spell (or just die outright) for my trouble? Yeah, no thanks. If every party was built to protect back liners, or had good tactics, sure, you could have rules like this in place. But that's not generally the case- and if it were, the potential to lose spells due to interruption would be a rare event anyways, so I'm not seeing the real advantage. Sure, you could argue that if casters needed to be protected, then players would have to protect them...but again, it's been my experience that most players don't seem to want to do that, let alone the fact that 5e doesn't give you good tools for it. If we want to go back in time and give Fighters the Defender role again, I'd be happy to see it, but I don't see that happening. Or even rules like 1e, that once you've engaged in melee, you can't just go wherever you want on the battlefield. As an aside, shouldn't we also be discussing having ranged attacks be interruptible? [/QUOTE]
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Casters should go back to being interruptable like they used to be.
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