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Disarming a caster's component pouch to prevent him from casting spells
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<blockquote data-quote="5ekyu" data-source="post: 7293705" data-attributes="member: 6919838"><p>Ok so, i cannot tell you what you should do in your game with your players, just what my experience says.</p><p></p><p>In my experience, it should not be possible to so easily exploit that "pouch" simplification. just as IMO it should not be able to knock off armor easily either. just as it should not be able to do that to "thieve tools pouch" etc.</p><p></p><p>The reason is the game world i like to portray would be seriously smacked upside the head. i think in the long term this "high payoff easy todo" move would become very very common place and very effective and like i said turning most combats against intelligent foes into a series of "keepaway" where the focus becomes the "easy stop" to prevent the other guy from getting his stuff off is the way to play. Especially frustrating for players, i would imagine, to keep running around trying to regrab their toys rather than doing the stuff they built their characters to do.</p><p></p><p>So, IMO, its not "a cool moment" you are losing but a "serious long term addition of un-fun" to the combats.</p><p></p><p>So in my game, the "spell casting pouch" is a metaphorical description, not a dead spot locked in physical description just like saber can be any number of blades with similar properties. In my games, your attuned items have a degree of protection from such efforts, if it comes up a lowered chance of success like say advantage on the keep it roll **and** disadvantage on the attack it roll at a minimum.</p><p></p><p>Now, some Gms are fine with "super-agathas" where they allow a one time thing to occur because it makes a scene play out in a certain way but then nod-nod-win-wink "we wont do that again" but i prefer for my players and their characters to see the world as living and consistent and know that ABC today will be ABC tomorrow and 2 weeks from now and likely has been ABC for millennia.</p><p></p><p>i expect them to exploit things they have tried and seen work. Not wink it away as a "one shot funny".</p><p></p><p>that said, like i pointed out, ready action to "disarm" the individual ingredient being drawn... trade an action to thwart an action *if it works* makes a lot of sense to me as a balanced possible option where the risk and gain are in keeping with the other options in play. </p><p>it also allows the caster to decide "i am casting a verbal spell but lets use my interaction to pull a marble out..." and get the shot fired from the "material shooter" so that his fellow caster later in the round gets a shot.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7293705, member: 6919838"] Ok so, i cannot tell you what you should do in your game with your players, just what my experience says. In my experience, it should not be possible to so easily exploit that "pouch" simplification. just as IMO it should not be able to knock off armor easily either. just as it should not be able to do that to "thieve tools pouch" etc. The reason is the game world i like to portray would be seriously smacked upside the head. i think in the long term this "high payoff easy todo" move would become very very common place and very effective and like i said turning most combats against intelligent foes into a series of "keepaway" where the focus becomes the "easy stop" to prevent the other guy from getting his stuff off is the way to play. Especially frustrating for players, i would imagine, to keep running around trying to regrab their toys rather than doing the stuff they built their characters to do. So, IMO, its not "a cool moment" you are losing but a "serious long term addition of un-fun" to the combats. So in my game, the "spell casting pouch" is a metaphorical description, not a dead spot locked in physical description just like saber can be any number of blades with similar properties. In my games, your attuned items have a degree of protection from such efforts, if it comes up a lowered chance of success like say advantage on the keep it roll **and** disadvantage on the attack it roll at a minimum. Now, some Gms are fine with "super-agathas" where they allow a one time thing to occur because it makes a scene play out in a certain way but then nod-nod-win-wink "we wont do that again" but i prefer for my players and their characters to see the world as living and consistent and know that ABC today will be ABC tomorrow and 2 weeks from now and likely has been ABC for millennia. i expect them to exploit things they have tried and seen work. Not wink it away as a "one shot funny". that said, like i pointed out, ready action to "disarm" the individual ingredient being drawn... trade an action to thwart an action *if it works* makes a lot of sense to me as a balanced possible option where the risk and gain are in keeping with the other options in play. it also allows the caster to decide "i am casting a verbal spell but lets use my interaction to pull a marble out..." and get the shot fired from the "material shooter" so that his fellow caster later in the round gets a shot. [/QUOTE]
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