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General Tabletop Discussion
*Dungeons & Dragons
Counterspell - Do I know my foes' spell before I counter?
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<blockquote data-quote="clearstream" data-source="post: 7240272" data-attributes="member: 71699"><p>5e also doesn't really go with blanket statements that are assumed to be valid for every group.</p><p></p><p>This edition broadened the applicability of the knowledge skills (compared with 3rd) so that they can be used in more circumstances to reveal additional information. Rewarding players who invest in those skills, instead of only those who put their points into the narrow range of "<em>important to this adventure</em>" skills that a DM has decided should be useful.</p><p></p><p>I like to give full value for each mechanical choice a player makes in shaping their character. If Arcana <em>doesn't</em> give them an edge in magical duels, it's value drops a notch. </p><p></p><p><em>DM: Finally, the long awaited duel between Xarilyn and Holmwood (our PC)! Xarilyn loses initiative.</em></p><p>Player: Right, I know we both have Counterspell so I open with a cantrip!</p><p><em>DM: Xarilyn thinks about countering. Rolls (no proficiency in Arcana). Dammit! She knew she should have paid attention in class! She can't afford to let this through - casts Counterspell... on a cantrip. Now she casts her own spell.</em></p><p>Player: Haha! And in contrast, I studied attentively. Rolls with proficiency - 17 - what's her spell?!</p><p><em>DM: Its... a cantrip. Blast it again.</em></p><p>Player: I save the Counterspell. Now then...</p><p></p><p>etc</p></blockquote><p></p>
[QUOTE="clearstream, post: 7240272, member: 71699"] 5e also doesn't really go with blanket statements that are assumed to be valid for every group. This edition broadened the applicability of the knowledge skills (compared with 3rd) so that they can be used in more circumstances to reveal additional information. Rewarding players who invest in those skills, instead of only those who put their points into the narrow range of "[I]important to this adventure[/I]" skills that a DM has decided should be useful. I like to give full value for each mechanical choice a player makes in shaping their character. If Arcana [I]doesn't[/I] give them an edge in magical duels, it's value drops a notch. [I]DM: Finally, the long awaited duel between Xarilyn and Holmwood (our PC)! Xarilyn loses initiative.[/I] Player: Right, I know we both have Counterspell so I open with a cantrip! [I]DM: Xarilyn thinks about countering. Rolls (no proficiency in Arcana). Dammit! She knew she should have paid attention in class! She can't afford to let this through - casts Counterspell... on a cantrip. Now she casts her own spell.[/I] Player: Haha! And in contrast, I studied attentively. Rolls with proficiency - 17 - what's her spell?! [I]DM: Its... a cantrip. Blast it again.[/I] Player: I save the Counterspell. Now then... etc [/QUOTE]
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Counterspell - Do I know my foes' spell before I counter?
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