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*Dungeons & Dragons
Concentration Spells w/ Saves
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<blockquote data-quote="CapnZapp" data-source="post: 6704905" data-attributes="member: 12731"><p>We have also found that spells that only target a single creature, only work after a failed save, and can be broken each round by making the save are generally not worth wasting your time with. If they also take your concentration, that's it: they're useless.</p><p></p><p>As a spellcaster you simply need to do more with your high level slots to stay competitive. </p><p></p><p>Damage-dealing spells, in contrast, are guaranteed to work (in that even if the monster makes a save, you often deal half damage) and directly help your fighters (since your effort stacks with theirs).</p><p></p><p>Sure there can be exceptions to this rule of thumb. If you're facing a horde of smaller creatures and one incredibly dangerous boss monster, it could be worth your while to shut it down even at the expense of you doing nothing else. </p><p></p><p>But such encounters are far and few between, since how many monsters are individually more dangerous than your party's main spellcaster? </p><p></p><p>And if they have legendary resistance, just forget about it. Then you're much better off taking out the trash, while your fighters go to town on the big baddy's ass. Or doing something completely different, such as manipulating the terrain or something (walling off monsters, flying your paladin, etc)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6704905, member: 12731"] We have also found that spells that only target a single creature, only work after a failed save, and can be broken each round by making the save are generally not worth wasting your time with. If they also take your concentration, that's it: they're useless. As a spellcaster you simply need to do more with your high level slots to stay competitive. Damage-dealing spells, in contrast, are guaranteed to work (in that even if the monster makes a save, you often deal half damage) and directly help your fighters (since your effort stacks with theirs). Sure there can be exceptions to this rule of thumb. If you're facing a horde of smaller creatures and one incredibly dangerous boss monster, it could be worth your while to shut it down even at the expense of you doing nothing else. But such encounters are far and few between, since how many monsters are individually more dangerous than your party's main spellcaster? And if they have legendary resistance, just forget about it. Then you're much better off taking out the trash, while your fighters go to town on the big baddy's ass. Or doing something completely different, such as manipulating the terrain or something (walling off monsters, flying your paladin, etc) [/QUOTE]
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Concentration Spells w/ Saves
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