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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: 9216179" data-attributes="member: 6877472"><p>Thinking about this, it occurs to me that maybe disrupting spellcasting should be a readied action. Though I fully understand why someone wouldn't want to do it- it's the main reason you rarely see readied actions used now. You have to basically be psychic in most cases, because if the trigger never happens, you basically did nothing on your turn.</p><p></p><p>Like how you used to be able to set a pole weapon to receive a charge for more damage in older editions, but it rarely worked out as being worth it. Especially if you can make multiple attacks.</p><p></p><p>As a house rule, using an opportunity attack seems a bit too good. Opportunity attacks are, in general, not very powerful in 5e without a Feat or subclass feature (see Sentinel, Warcaster, et. al.). They're meant to be a deterrent from moving about with impunity. They aren't especially threatening at higher levels because nobody wants to go back to everyone standing still and never moving...despite the fact that players still pretty much do that because not only do you not want to open yourself up to unnecessary damage, but also, while your Fighter might only make an opportunity attack for 1d8+5, monsters are not so limited, and can dish out way more damage (even a Gladiator gets an extra die on all his attacks for...uh...reasons).</p><p></p><p>The fact that monsters can and do have stronger opportunity attacks than players should be taken into account when adding something that opens up new opportunities- while this could be a neat tool in a Fighter's bag, it's way better for the DM than any player. Usually.</p><p></p><p>Those characters who can dish out extra pain or effects with opportunity attacks have to be taken into account as well. Battlemaster Maneuvers, Smites, Moon Druids in beast form, Sneak Attack- these are already very powerful with opportunity attacks, so opening up extra opportunities to use them makes them also more powerful (which is why Mage Slayer has a very high cost).</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9216179, member: 6877472"] Thinking about this, it occurs to me that maybe disrupting spellcasting should be a readied action. Though I fully understand why someone wouldn't want to do it- it's the main reason you rarely see readied actions used now. You have to basically be psychic in most cases, because if the trigger never happens, you basically did nothing on your turn. Like how you used to be able to set a pole weapon to receive a charge for more damage in older editions, but it rarely worked out as being worth it. Especially if you can make multiple attacks. As a house rule, using an opportunity attack seems a bit too good. Opportunity attacks are, in general, not very powerful in 5e without a Feat or subclass feature (see Sentinel, Warcaster, et. al.). They're meant to be a deterrent from moving about with impunity. They aren't especially threatening at higher levels because nobody wants to go back to everyone standing still and never moving...despite the fact that players still pretty much do that because not only do you not want to open yourself up to unnecessary damage, but also, while your Fighter might only make an opportunity attack for 1d8+5, monsters are not so limited, and can dish out way more damage (even a Gladiator gets an extra die on all his attacks for...uh...reasons). The fact that monsters can and do have stronger opportunity attacks than players should be taken into account when adding something that opens up new opportunities- while this could be a neat tool in a Fighter's bag, it's way better for the DM than any player. Usually. Those characters who can dish out extra pain or effects with opportunity attacks have to be taken into account as well. Battlemaster Maneuvers, Smites, Moon Druids in beast form, Sneak Attack- these are already very powerful with opportunity attacks, so opening up extra opportunities to use them makes them also more powerful (which is why Mage Slayer has a very high cost). [/QUOTE]
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Casters should go back to being interruptable like they used to be.
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