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General Tabletop Discussion
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Dealing with spellcasters as a martial
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<blockquote data-quote="The Crimson Binome" data-source="post: 7409594" data-attributes="member: 6775031"><p>Which is to say, more likely than not, the wizard can <em>do nothing</em>; they can waste time and maybe roll some dice, that will not have a meaningful impact on the outcome of the encounter in any way. Wizards don't have the stats necessary to make meaningful use of a dagger, and even if they did, the damage is irrelevant because they aren't a combat-specialized class and they never get Extra Attack. <em>Thunderclap</em> offers a Constitution save to negate. <em>Steel Wind Strike</em>, if I recall my obscure supplements correctly, would require them to be some sort of weird gish that could already use a sword; and the fighter wouldn't bother trying to <em>choke</em> that sort of melee combatant in the first place!</p><p></p><p>If your DM let you get away with that, then that's on them. It's not a reflection of the game at large, or how the rules work at any other table.</p><p></p><p>I will say that, <em>if</em> your house rulings allow you to disarm someone and get rid of their weapon entirely as one action, <em>then</em> being able to take shut down a wizard entirely as one action would have precedence at that table.</p><p></p><p>Here's my ruling, as a DM: If you want to choke someone in combat, then it needs to be a surprise attack. They can't know that there's an enemy nearby, or else they would be on general combat alert, which would foil the attempt. Then you can make a Stealth check against their Passive Perception to get behind them, at which point a successful opposed Athletics check will allow you to cover their mouth in such a way as to prevent spellcasting with a verbal component. I'd even let you restrain them with your other hand, while you're there.</p><p></p><p>Once combat starts, getting your hand around someone's neck is exactly as difficult as applying a dagger to their neck - you need to get through their Hit Points before you can disable them.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7409594, member: 6775031"] Which is to say, more likely than not, the wizard can [I]do nothing[/I]; they can waste time and maybe roll some dice, that will not have a meaningful impact on the outcome of the encounter in any way. Wizards don't have the stats necessary to make meaningful use of a dagger, and even if they did, the damage is irrelevant because they aren't a combat-specialized class and they never get Extra Attack. [I]Thunderclap[/I] offers a Constitution save to negate. [I]Steel Wind Strike[/I], if I recall my obscure supplements correctly, would require them to be some sort of weird gish that could already use a sword; and the fighter wouldn't bother trying to [I]choke[/I] that sort of melee combatant in the first place! If your DM let you get away with that, then that's on them. It's not a reflection of the game at large, or how the rules work at any other table. I will say that, [I]if[/I] your house rulings allow you to disarm someone and get rid of their weapon entirely as one action, [I]then[/I] being able to take shut down a wizard entirely as one action would have precedence at that table. Here's my ruling, as a DM: If you want to choke someone in combat, then it needs to be a surprise attack. They can't know that there's an enemy nearby, or else they would be on general combat alert, which would foil the attempt. Then you can make a Stealth check against their Passive Perception to get behind them, at which point a successful opposed Athletics check will allow you to cover their mouth in such a way as to prevent spellcasting with a verbal component. I'd even let you restrain them with your other hand, while you're there. Once combat starts, getting your hand around someone's neck is exactly as difficult as applying a dagger to their neck - you need to get through their Hit Points before you can disable them. [/QUOTE]
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