D&D 5E Counterspell nerfed!

If it's a melee or ranged spell attack, it still doesn't mean it's a spell. Some things use that wording without being spells, like a Star Druid's Archer form.
Why do you think it is not a spell, does it is not use spell in the keyword. For the record, I think that these "spells" given with out a level are not counterspellable but I would count them as spell for the purpose of mage slayer or the paladin aura.
My reasoning is that as they have like innate spells they have no material or somatic components and so the counter spelling caster has no warning and nothing to react to.
 

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OK, but this is only a very few spells, as far as I know most of the NPCs still have consequent spell lists which can be counterspelled, including offensive ones.

No, they don't, most of the offensive spells have been deliberately separated.

We've just had confirmation from the design team (@Maxperson posted the video above) that they expressly separated the better combat spells into their own section so they wouldn't get lost in the spell stat block and so DMs wouldn't run the opponents in a subpar manor. It just wasn't explicitly stated that that's what they were doing.
 

How? How would they indicate which of all the abilities a creature has are spells? I don't know either, I'm asking.

And, that's waaaaaay harder than having it in the stat block.
I'm looking at the Strongheart statblock. And it says the following.

Actions
Multiattack
Steel: melee weapon attack- stuff about steel
Revivify(recharge at the next dawn). While holding Steel, Strongheart casts Revivify.
Spellcasting: - Spells listed

If that's how they are handling magical actions, then all you need to do is state that Counterpell works on actions that are cast, since that would indicate a spell.
 

I would also think it was ill though out to do this without addressing the issues under discussion. A paragraph in the introduction would remove all the cause of fuss.
 

No, they don't, most of the offensive spells have been deliberately separated.

We've just had confirmation from the design team (@Maxperson posted the video above) that they expressly separated the better combat spells into their own section so they wouldn't get lost in the spell stat block and so DMs wouldn't run the opponents in a subpar manor. It just wasn't explicitly stated that that's what they were doing.
Yes, but it seems that they are going to be listed as separate actions, rather than spells. Hopefully they will still use the word cast(s) so DMs know that they are spells.
 

Again, explain to us where in the RAW it says that chanting has to be loud. Or that it will be noticed whatever the distance and whatever the conditions by anyone. It simply does not, otherwise, once more, prove it.

I'm mostly with you here but I don't think it's good to have verbal spell components done in a whisper.

Feels off to me and not in line with the genre.

The rules are "...the particular combination of sounds, with specific pitch and resonance" so you could rule that each spell has its own pitch and resonance and then track which spells can be done in a whisper, and which need to be shouted. Each one has a specific one so once decided it should be the way that spell is cast.

Instead I prefer to say that spells need to be cast with a clear loud speaking voice. More than an 'inside voice' but not shouting either.

That said I'm with you on potentially having trouble hearing it over the sounds of battle.
 

I'm looking at the Strongheart statblock. And it says the following.

Actions
Multiattack
Steel: melee weapon attack- stuff about steel
Revivify(recharge at the next dawn). While holding Steel, Strongheart casts Revivify.
Spellcasting: - Spells listed

If that's how they are handling magical actions, then all you need to do is state that Counterpell works on actions that are cast, since that would indicate a spell.
Sure, but that's not how they all work. That's clearly a spell.
 



SPELLCASTING​

Since 2014, spellcasting creatures have tended to have the Spellcasting trait, the Innate Spellcasting Trait, or both. Starting in 2021, we have merged those two traits into an action called Spellcasting. That action now appears in the “Actions” section of a stat block, and it has a few important qualities:

  • The Spellcasting action doesn’t use spell slots. A creature can cast the action’s spells a certain number of times per day.
  • The only spells that appear in the Spellcasting action are ones that take an action to cast. If a spell requires a bonus action, a reaction, or a minute or more to cast, that spell must appear elsewhere in the stat block. This change ensures that bonus actions and reactions—such as misty step and shield—aren’t hiding out in a list of spells.
  • We’re more selective about which spells appear in a stat block, focusing on spells that have noncombat utility. A magic-using monster’s most potent firepower is now usually represented by a special magical action, rather than relying on spells.
From here, not sure if it's been posted.
 

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