UngeheuerLich
Legend
I think range justifies going down from d12 to d10. Or reducong the number of foes. The melee cantrip does do d12 actually.
I think range justifies going down from d12 to d10. Or reducong the number of foes. The melee cantrip does do d12 actually.
Note that the example used was a monster with a lot of attacks. Against an enemy with a single more damaging attack, the maths will show it performing much better.Thanks for the maths. I will always leave the maths for someone else, but I think it seems OK at the lower levels especially as Bards get no other combat cantrip bar thunderclap which is kind of too dangerous to use up close.
so.......Close burst 2 it actually is then?
Not seeing your target means disavantage. Target not seeing you means an advantage. Together they cancels out and everyone just makes normal attacks, irrelevent of where the darkness is. A fighter in the darkness will hit and be hit as normal.The darkness + devil's sight tactic seems to be best on paper only. In practice, it's highly impractical unless you're running a solo campaign or, at best, two players. And that's because the darkness messes with all the other players s much as it messes with the foes.
Not seeing your target means disavantage. Target not seeing you means an advantage. Together they cancels out and everyone just makes normal attacks, irrelevent of where the darkness is. A fighter in the darkness will hit and be hit as normal.
So yes, it does work in most groups. Except with rogues, since it will stop sneak attack.
The big downside is that it takes an action to cast, meaning you miss a turn, and it will take several to make up the difference. So it's only good to cast pre-battle. Otherwise, use hex.
As a DM I would rule it as disadvantage. You can't get advantage to cancel it out because you can't see them. Not only that but upon entering the darkness, it becomes difficult terrain and I will move you in random directions due to the disorienting nature of the terrain, and may even make your attack a random square. Just because players don't know how to role play.Not seeing your target means disavantage. Target not seeing you means an advantage. Together they cancels out and everyone just makes normal attacks, irrelevent of where the darkness is. A fighter in the darkness will hit and be hit as normal.
So yes, it does work in most groups. Except with rogues, since it will stop sneak attack.
The big downside is that it takes an action to cast, meaning you miss a turn, and it will take several to make up the difference. So it's only good to cast pre-battle. Otherwise, use hex.
You only need to guess the space if the enemy spend an action to hide. Otherwise you know where everyone is.That's not quite how it works. If you cannot see your foe, you have to guess where they are at. If you guess wrong, it doesn't matter if you would have hit them - you miss. I don't think OAs are triggered either. And what's the archer going to do, blindly shoot at a spot? What if it's your ally? And then all those spells which say, "foe you see" or "ally you see". It's a completely different game if the battlefield is blind except for one guy. Everyone is hitting spaces with nobody in them much of the time.
The rules as written...As a DM I would rule it as disadvantage. You can't get advantage to cancel it out because you can't see them. Not only that but upon entering the darkness, it becomes difficult terrain and I will move you in random directions due to the disorienting nature of the terrain, and may even make your attack a random square. Just because players don't know how to role play.
You only need to guess the space if the enemy spend an action to hide. Otherwise you know where everyone is.
So yes, the archer can shoot at enemies in the darkness, no guessing, no disavantage, and no advantage. Just a normal d20 roll.
You are correct about OA's and a few spells, but there's no reason you can't use that to your advantage. The warlock should cast darkness on themselves, or a rock, and should move it around to help the party. Move the darkness towards the archer so he can back away without an OA, move away from the fighter so he can threaten with an OA. The wizard can step out, cast hold person, and step back in the darkness for protection against the enemies spell.
I disagree. You have full concealment. To target you, someone must guess what space you are in.