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Casters should go back to being interruptable like they used to be.
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<blockquote data-quote="ezo" data-source="post: 9214208" data-attributes="member: 7037866"><p>If they plan on playing a fighter who is going to Dodge every turn, then they are already opting in for the build.</p><p></p><p></p><p>And yet there are quite a few sublcasses and features which deal with protecting or mitigating damage from others.</p><p></p><p>So, there is really nothing to change in this sense, it is already part of the game.</p><p></p><p></p><p>While the chuul can be a good opponent, it's only an issue if your party consists of just the two melee PCs who got grappled, and even then doesn't seem it should be as big an issue as you're making it, since they get repeated saves to end the poison effect (this ending paralysis) and can escape the grapple.</p><p></p><p>Maybe you've just seen it when players are consistently rolling badly?</p></blockquote><p></p>
[QUOTE="ezo, post: 9214208, member: 7037866"] If they plan on playing a fighter who is going to Dodge every turn, then they are already opting in for the build. And yet there are quite a few sublcasses and features which deal with protecting or mitigating damage from others. So, there is really nothing to change in this sense, it is already part of the game. While the chuul can be a good opponent, it's only an issue if your party consists of just the two melee PCs who got grappled, and even then doesn't seem it should be as big an issue as you're making it, since they get repeated saves to end the poison effect (this ending paralysis) and can escape the grapple. Maybe you've just seen it when players are consistently rolling badly? [/QUOTE]
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Casters should go back to being interruptable like they used to be.
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