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Crown of Madness not as bad in play as it seems
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<blockquote data-quote="Ashrym" data-source="post: 8399877" data-attributes="member: 6750235"><p>You can argue that and I wouldn't disagree. </p><p></p><p>The point is that one spell does all that instead of three spells. It doesn't have to be all at once to be true. When a player only knows eight spells that matters and that's the real benefit in taking <em>crown of madness.</em></p><p></p><p>What stars?</p><p></p><p>If I see the need to charm someone then the options is there. If I want to deny actions and add damage then it's a bit of a gamble on how that might play out but there are only two outcomes on a failed save:</p><ol> <li data-xf-list-type="ol">The target attacks and then moves because of incentive to trigger the opportunity attacks. That's a damage spike and action denial.</li> <li data-xf-list-type="ol">The target attacks and then doesn't move, giving the caster incentive to maintain the spell instead of using an action to spend another spell slot. If maintenance is paid then it's another attack causing action denial and another opportunity to create the incentive to move for the opportunity attacks.</li> </ol><p>Neither of those is particularly bad, and I don't need all the benefits of the spell at the same time. If the charm effect also comes into play in combat (unable to attack the caster, for example) that's bonus.</p><p></p><p>There are also plenty of ways to move targets or prevent movement available to the rest of the party if they players do want to make use of additional attacks.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 8399877, member: 6750235"] You can argue that and I wouldn't disagree. The point is that one spell does all that instead of three spells. It doesn't have to be all at once to be true. When a player only knows eight spells that matters and that's the real benefit in taking [I]crown of madness.[/I] What stars? If I see the need to charm someone then the options is there. If I want to deny actions and add damage then it's a bit of a gamble on how that might play out but there are only two outcomes on a failed save: [LIST=1] [*]The target attacks and then moves because of incentive to trigger the opportunity attacks. That's a damage spike and action denial. [*]The target attacks and then doesn't move, giving the caster incentive to maintain the spell instead of using an action to spend another spell slot. If maintenance is paid then it's another attack causing action denial and another opportunity to create the incentive to move for the opportunity attacks. [/LIST] Neither of those is particularly bad, and I don't need all the benefits of the spell at the same time. If the charm effect also comes into play in combat (unable to attack the caster, for example) that's bonus. There are also plenty of ways to move targets or prevent movement available to the rest of the party if they players do want to make use of additional attacks. [/QUOTE]
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