RJSmalls said:There's some solid replies in this thread, and suggestions I intend to use. Thanks for your help guys & gals. Even you, Hong.
Latency said:The group I DM I used the rules for air that the portable hole uses. No where in the spell description does it say that it will support life for the duration of the spell.
Oh I did not know the spell casters in your DM's campaign were so STUPID to create a creative way to commit sucide.
The duration is 1 hr per level. So by your Dumb Master rules. The first time it casted the caster dies and hour or so later, the dead body falls to the ground.
I would allow detect magic and dispel magic to affect it. Why nerf a spell when works the way it suppose to.
jasper said:Why nerf a spell when works the way it suppose to.
Yes, of course you would. That's where Leomund's tiny hut and Leomund's secure shelter come in, I should think. But those 3rd- and 4th-level spells, respectively, are really pretty obsolete when compared to the 2nd-level rope trick, at least the way it stands. Pretty silly, isn't it?Sejs said:...Rope Trick seems a pretty logical extension, really. Were I a wizard I would make a point of developing a spell that gives me a secure, hidden, weather-and-ambush proof place to sleep no matter where I went...
Oh, come now. A "precious" 2nd-level spell slot? Invisibility is, arguably, about the only other spell that compares in relative utility, and Melf's is the only worthwhile offensive 2nd-level spell. The various buff sells (bull's strength, etc.) are good, sure, but to say that prepping rope trick is wasting a 2nd-level spell slot is a bit of a stretch, wouldn't you agree?Sejs said:Look, if they feel they need to waste a precious 2nd level spell slot and at least five feet of rope for a safe encampment, then they're probably fighting something dangerous or they're afraid to sleep outdoors, which only means I've been doing my job.
Rope Trick isn't broken. DMs who make up cheesy ethereal herpes rules are broken. If you don't like a spell, ban it up front so you don't screw the Sorcerer out of a precious slot or screw the Wizard out of money.
arnwyn said:I have left it as-is, and the PCs use it rather liberally. I have no problem with that.
I do have some questions for you, though. I'm not quite sure I understand how the PCs can keep casting it so often - do they seriously use up all their 2nd-level spell slots for Rope Trick only? I'm sure (in a dungeon) they are getting into a whole lot of encounters in one day - they should be running out of Rope Tricks quickly even if they *did* use up all their spell slots for it.
I take it in your campaign 3rd level wizards are the most feared thieves in the land, since if you find "detect magic" a far stretch, "see invisibility", being two levels higher a spell, is probably completely unheard of?arnwyn said:This is a very simple solution that doesn't require a silly level of suspension of disbelief with everyone running around with Detect Magic spells (lame, IMO).