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General Tabletop Discussion
*Dungeons & Dragons
Familiars and Spiritual weapon, Turrets and Tentacles, some have HP some do not, why?
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<blockquote data-quote="rmcoen" data-source="post: 8501084" data-attributes="member: 6692404"><p>I'm in the "at some point during your round, you've whipped a weapon through the spectral thing - it didn't connect, dodge, or react in any way" camp. Otherwise, I'd feel compelled to give everything "physicality mechanics", and then rules on how other things now can interact with the object. And then I'd have to think about how game balance has changed - if a 1st level mage can kill the 3rd level cleric's <em>spiritual weapon</em> with his <em>magic missile</em> for example? Can the <em>radiant energy</em> sword hit it? what about the <em>fireball</em> that was just cast, or the roper's tentacle or the dragon's breath... or the lava field it just floated over? Or wait, can I create a <em>spiritual shield</em> (it shield bashes for damage, yeah...)... and then interpose it between me and a source fo danger? And so on...</p><p></p><p>I forget who made this comment, but I liked "The PCs and monsters live in a magical world... monsters should know about common low-level spells, just like PCs know about trolls and fire." That makes sense; everyone should know roughly how <em>cure wounds, spiritual weapon, magic missile, </em>and <em>fireball</em> work, and probably every cantrip. Your average armsman knows how far an archer can shoot, he probably also knows how far a wizard can <em>firebolt</em> him.</p><p></p><p>All that being said... this is 5e. This is the system that wants "rulings, not rules". So if the cleric wanted to use his glowing <em>spiritual laser pointer</em> to distract the saber-tooth displacer beast, and lead it away from the group... I'd probably give an attribute/skill check for the creative use of resources, and go with it! [And remember, any hijinks allowed to the PCs are also allowed to the villains!]</p></blockquote><p></p>
[QUOTE="rmcoen, post: 8501084, member: 6692404"] I'm in the "at some point during your round, you've whipped a weapon through the spectral thing - it didn't connect, dodge, or react in any way" camp. Otherwise, I'd feel compelled to give everything "physicality mechanics", and then rules on how other things now can interact with the object. And then I'd have to think about how game balance has changed - if a 1st level mage can kill the 3rd level cleric's [I]spiritual weapon[/I] with his [I]magic missile[/I] for example? Can the [I]radiant energy[/I] sword hit it? what about the [I]fireball[/I] that was just cast, or the roper's tentacle or the dragon's breath... or the lava field it just floated over? Or wait, can I create a [I]spiritual shield[/I] (it shield bashes for damage, yeah...)... and then interpose it between me and a source fo danger? And so on... I forget who made this comment, but I liked "The PCs and monsters live in a magical world... monsters should know about common low-level spells, just like PCs know about trolls and fire." That makes sense; everyone should know roughly how [I]cure wounds, spiritual weapon, magic missile, [/I]and [I]fireball[/I] work, and probably every cantrip. Your average armsman knows how far an archer can shoot, he probably also knows how far a wizard can [I]firebolt[/I] him. All that being said... this is 5e. This is the system that wants "rulings, not rules". So if the cleric wanted to use his glowing [I]spiritual laser pointer[/I] to distract the saber-tooth displacer beast, and lead it away from the group... I'd probably give an attribute/skill check for the creative use of resources, and go with it! [And remember, any hijinks allowed to the PCs are also allowed to the villains!] [/QUOTE]
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General Tabletop Discussion
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Familiars and Spiritual weapon, Turrets and Tentacles, some have HP some do not, why?
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