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Community
General Tabletop Discussion
*Dungeons & Dragons
Circle Casting is gonna break a lot of games
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<blockquote data-quote="ECMO3" data-source="post: 9794274" data-attributes="member: 7030563"><p>Ok I am not sure what you are talking about here. Earth Tremors has a Range of Self, duration of instantaneous and no area of effect, so I am not sure what you are going to do to circle cast it. </p><p></p><p>I guess you are treating the 10' radius as an AOE?? So you upcast it to level 3, expand the radius to 20 feet and burn a 1st and 3rd level slot and 2 actions? Those enemies that fail their save take 3d6, reliably killing even low level enemies, those that pass their save take no damage (as per the spell) and if you have any allies within 20 feet they have to save or take damage too. So you kill the low level creatures within 20 feet of you that don't make their save while hurting some friends??</p><p></p><p>Even with this permissive reading on Area of Effect, it would seem to me spirit guardians, conjure animals, Shatter, Burning Hands or something else would just work better in about every single case, while using fewer resources, actions and probably killing those that make the save too, if we are talking about enemies that reliably die with 3d6 damage.</p><p></p><p></p><p></p><p></p><p>But this is weaker!</p><p></p><p>How often is casting Spirit Guardians with "nearly unbreakable concentration" better than casting Spirit Guardians and two other spells? Probably never. And let's keep in mind that concentration is NOT unbreakable while you are casting it. </p><p></p><p>So the Cleric with a 20 initiative says let's circle spirit guardians .... the Bard with initiative 5 says ok let's do it, compared to the same Cleric just casting spirit guardians:</p><p></p><p>1. You lose the Spirit Guardian damage between Cleric's turn and the Bard's turn the first round because the spell is not complete</p><p>2. You lose ALL damage if you lose concentration before the Bard's turn</p><p>3. You use an additional first level spell slot and an action</p><p></p><p>If your average combat lasts 2-3 rounds you are giving up damage on the first round, an action on the first round and a spell slot so you can confidently maintain concentration on the 2nd and 3rd round? How is that better.</p><p></p><p>Even if you lose concentration, just cast spirit guardians again. This is the worst case scenario you are hedgining against, it costs you an extra 3rd level slot if it happens, but you get back a 1st level slot and an action on the first round of combat and the Bard has the option of concentrating on something else.</p><p></p><p></p><p></p><p>And they require their actions and their spell slots and that is a big deal.</p><p></p><p>In a party of 4 a circle spell with 2 PCs is half of your actions for a turn.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 9794274, member: 7030563"] Ok I am not sure what you are talking about here. Earth Tremors has a Range of Self, duration of instantaneous and no area of effect, so I am not sure what you are going to do to circle cast it. I guess you are treating the 10' radius as an AOE?? So you upcast it to level 3, expand the radius to 20 feet and burn a 1st and 3rd level slot and 2 actions? Those enemies that fail their save take 3d6, reliably killing even low level enemies, those that pass their save take no damage (as per the spell) and if you have any allies within 20 feet they have to save or take damage too. So you kill the low level creatures within 20 feet of you that don't make their save while hurting some friends?? Even with this permissive reading on Area of Effect, it would seem to me spirit guardians, conjure animals, Shatter, Burning Hands or something else would just work better in about every single case, while using fewer resources, actions and probably killing those that make the save too, if we are talking about enemies that reliably die with 3d6 damage. But this is weaker! How often is casting Spirit Guardians with "nearly unbreakable concentration" better than casting Spirit Guardians and two other spells? Probably never. And let's keep in mind that concentration is NOT unbreakable while you are casting it. So the Cleric with a 20 initiative says let's circle spirit guardians .... the Bard with initiative 5 says ok let's do it, compared to the same Cleric just casting spirit guardians: 1. You lose the Spirit Guardian damage between Cleric's turn and the Bard's turn the first round because the spell is not complete 2. You lose ALL damage if you lose concentration before the Bard's turn 3. You use an additional first level spell slot and an action If your average combat lasts 2-3 rounds you are giving up damage on the first round, an action on the first round and a spell slot so you can confidently maintain concentration on the 2nd and 3rd round? How is that better. Even if you lose concentration, just cast spirit guardians again. This is the worst case scenario you are hedgining against, it costs you an extra 3rd level slot if it happens, but you get back a 1st level slot and an action on the first round of combat and the Bard has the option of concentrating on something else. And they require their actions and their spell slots and that is a big deal. In a party of 4 a circle spell with 2 PCs is half of your actions for a turn. [/QUOTE]
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