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General Tabletop Discussion
*Dungeons & Dragons
Concentration Spells w/ Saves
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<blockquote data-quote="discosoc" data-source="post: 6706738" data-attributes="member: 6801554"><p>A 7th level Wizard probably has a save DC of 15 or 16. Banishment specifically calls for a charisma save. There really aren't that many monsters that have any bonus for that, so random non-boss targets will generally only have a 25% chance (roughly) to resist that, which means either the target just got lucky (it happens), the GM fudged the roll because he didn't want a creature completely removed from the fight, or you chose a bad target (such as one that's resistant to magic or has an unusually high charisma mod or save).</p><p></p><p>As far as the first two scenarios are concerned, you can't really do anything about that. But the third is actually an important part of playing a caster, in that you really need to understand what kind of creature you're up against (without metagaming it). If it's resistant to magic, it makes the save at an advantage. If it's fairly charismatic, it's going to have some bonuses.</p><p></p><p>As a gm, I often let players roll to see if they have any particular knowledge of a creature at their request. It's basically 1 attempt per player, and only if I think the player could conceivably know anything based on class, background, and maybe race. Even then I might limit it to "mind flayers are known to be quite resistant to magical effects."</p><p></p><p>Point is, don't assume something is broken simply because it didn't work for you. Maybe you aren't using it properly, or maybe have just been unlucky. As a wizard, you have a spell selection with a wide range of effects for a reason. Part of the challenge is knowing what's worth memorizing for the day. Otherwise, why would you take any single-target spell if you could just count on banishment eliminating a target entirely?</p></blockquote><p></p>
[QUOTE="discosoc, post: 6706738, member: 6801554"] A 7th level Wizard probably has a save DC of 15 or 16. Banishment specifically calls for a charisma save. There really aren't that many monsters that have any bonus for that, so random non-boss targets will generally only have a 25% chance (roughly) to resist that, which means either the target just got lucky (it happens), the GM fudged the roll because he didn't want a creature completely removed from the fight, or you chose a bad target (such as one that's resistant to magic or has an unusually high charisma mod or save). As far as the first two scenarios are concerned, you can't really do anything about that. But the third is actually an important part of playing a caster, in that you really need to understand what kind of creature you're up against (without metagaming it). If it's resistant to magic, it makes the save at an advantage. If it's fairly charismatic, it's going to have some bonuses. As a gm, I often let players roll to see if they have any particular knowledge of a creature at their request. It's basically 1 attempt per player, and only if I think the player could conceivably know anything based on class, background, and maybe race. Even then I might limit it to "mind flayers are known to be quite resistant to magical effects." Point is, don't assume something is broken simply because it didn't work for you. Maybe you aren't using it properly, or maybe have just been unlucky. As a wizard, you have a spell selection with a wide range of effects for a reason. Part of the challenge is knowing what's worth memorizing for the day. Otherwise, why would you take any single-target spell if you could just count on banishment eliminating a target entirely? [/QUOTE]
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