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Casters should go back to being interruptable like they used to be.
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<blockquote data-quote="Gammadoodler" data-source="post: 9217554" data-attributes="member: 6914290"><p>Sure I guess, though the range of martials' damage potential is pretty wide and casters have quite a few tools to make delivering that damage difficult or impossible. </p><p></p><p>Again it's this weird (to me) asymmetry. Casters have a wide variety of tools to deal with martials, many which also deal damage. </p><p></p><p>Hell, there are like 5 different <strong>1st level </strong>spells which, on a failed save would make it impossible for a martial to move into melee and attack on their turn. I'd also found 3 at 2nd level, just from looking at conditions imposed, two at 3rd level, and four at 4th level (and for levels 2-4, I was only really looking at spells that imposed the frightened, paralyzed, stunned, incapacitated, unconscious, restrained, petrified, or charmed conditions...My that's a lot of conditions that can completely shut down a melee martial's ability to move in and attack. But hey at least we could rule out grappled, which would only keep them from moving, and poisoned and blinded, which would only give them disadvantage on attacks, and prone, which would only halve their movement, oh and invisible which would also likely only put disadvantage on their attacks.</p><p></p><p>For melee martials they can go for the kill if they get in range on their turn, and that's it.</p></blockquote><p></p>
[QUOTE="Gammadoodler, post: 9217554, member: 6914290"] Sure I guess, though the range of martials' damage potential is pretty wide and casters have quite a few tools to make delivering that damage difficult or impossible. Again it's this weird (to me) asymmetry. Casters have a wide variety of tools to deal with martials, many which also deal damage. Hell, there are like 5 different [B]1st level [/B]spells which, on a failed save would make it impossible for a martial to move into melee and attack on their turn. I'd also found 3 at 2nd level, just from looking at conditions imposed, two at 3rd level, and four at 4th level (and for levels 2-4, I was only really looking at spells that imposed the frightened, paralyzed, stunned, incapacitated, unconscious, restrained, petrified, or charmed conditions...My that's a lot of conditions that can completely shut down a melee martial's ability to move in and attack. But hey at least we could rule out grappled, which would only keep them from moving, and poisoned and blinded, which would only give them disadvantage on attacks, and prone, which would only halve their movement, oh and invisible which would also likely only put disadvantage on their attacks. For melee martials they can go for the kill if they get in range on their turn, and that's it. [/QUOTE]
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Casters should go back to being interruptable like they used to be.
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