D&D Beyond shared some stats about the things people are using from Explorers Guide to Wildemount. These are stats from 28 million characters.
I've run and played in this module a total of four times (played once, run 3 times).One recent example is the poison moss/spores in Wave Echo Cave that trigger when a "creature" moves within 5 feet of them. The dupe, not a creature, could pass them harmlessly, and the echo knight could then switch with the dupe to avoid them. This DID require the foreknowledge that the moss was poisonous, which the ranger had learned by casting Detect Poison and Disease. The echo knight used the dupe to "attack" the moss, which I ruled would trigger the spores (which I viewed as the only sane ruling to make), which the dupe was then immune to. The party then simply waited until the gas dispersed.
What did they access that was not accessible through mundane climbing? Anything? Climbing is a trivial task all by itself.The dupe can move in any direction, including straight up into the air. There are things in LMoP that are 10'-15' feet high and need to be climbed up or down; this ability trivializes those.
Glasstaff has never cast a spell. Fragile and low initiative... even with the shield spell he was killed before he went. However, had he charmed or held the fighter, the image would have been stopped.Spellcasting enemies including Glasstaff, Mormesk the wraith, and Black Spider are all kitted out with spells and that require a "creature" as a target, so they effectively had almost nothing they could use against the dupe. Glasstaff was particularly embarrassing in this regard...
One recent example is the poison moss/spores in Wave Echo Cave that trigger when a "creature" moves within 5 feet of them. The dupe, not a creature, could pass them harmlessly, and the echo knight could then switch with the dupe to avoid them. This DID require the foreknowledge that the moss was poisonous, which the ranger had learned by casting Detect Poison and Disease. The echo knight used the dupe to "attack" the moss, which I ruled would trigger the spores (which I viewed as the only sane ruling to make), which the dupe was then immune to. The party then simply waited until the gas dispersed.
The dupe can move in any direction, including straight up into the air. There are things in LMoP that are 10'-15' feet high and need to be climbed up or down; this ability trivializes those.
Spellcasting enemies including Glasstaff, Mormesk the wraith, and Black Spider are all kitted out with spells and abilities that require a "creature" as a target, so they effectively had almost nothing they could use against the dupe. Glasstaff was particularly embarrassing in this regard.
I did have some fun with an evil rival party of adventurers that also included the brother of the echo knight who has the same abilities as the sister. The adventurers learned for themselves what a pain in the ass it can be to face somebody with those abilities. Also including an amusing dueling dupes exchange.
No. If you think that's a requirement to seeing that something is obviously overpowered, then, I'm afraid I don't think agree and I don't think that's a reasonable position
As noted by myself and others: If you let them do more than they're allowed to do RAW, it isn't really fair to call them overpowered.I'm gonna go ahead and judge this based on my actual experience of seeing this subclass in play in my campaign for the past three months.
As noted by myself and others: If you let them do more than they're allowed to do RAW, it isn't really fair to call them overpowered.
Your experience is one factor. However, you might wish to conider that a change of perspective and considering other views may be of use. Other people are having other experiences that conflict with yours. Some of us have been running them a bit closer to RAW and see them as effective, evocative, but not overpowered.
Further, when you have yet to express anything that shows them being able to do something more amazing in your game than other PCs can do with climbing, walking another path, etc.... it is hard to undersand why you think them overpowered.
See my above post that addresses the concerns that you're playing it wrong.What am I allowing that isn't RAW?
As noted by myself, the person who had the rules wrong according to RAW (grappling, two bonus actions needed) was you.
This whole thread has been a series of people claiming the subclass is overpowered (without substantiating it) and other people telling them to simmer down, explain what you think is broken and what your experiences are, and then analysis that shows that there is very little going on here that is actually that special.Yes I know about LOS. I have to constantly remind my player about it as she frequently tries to use the echo as a scout.
I think my ruling about triggering the moss by hitting it was a fair call. Certainly if my players had hit the moss and nothing happened, and then stepped on it and gotten poisoned, there would have been understandable complaints.
Regardless, I’m just sharing my experience with this subclass. For whatever reason, it’s important to you to establish that my experience is invalid, or my interpretation of RAW is wrong (even though on the whole, it’s somewhat less wrong than yours). That’s kinda weird.