Honestly, even if all that happens is the entire enemy team loses a turn shaking each other out of a trance, that's not the worst use of a spell. Otherwise, who needs Banishment when you have Hypnotic Pattern?
It is rarely the whole team though. It is the number who failed. IF you use it on 7 Orcs for example, 2 of them are outside the AOE and 3 of the remaining 5 fail there will be 3 lost turns, two of the Orcs that failed and the one who wakes the first one.Honestly, even if all that happens is the entire enemy team loses a turn shaking each other out of a trance, that's not the worst use of a spell. Otherwise, who needs Banishment when you have Hypnotic Pattern?
Um... why? Do all monsters in your universe fight to the death every time? Especially when they know their allies are dead and they can make things worse for you by alerting their allies there are adventurers around.
This is why Fear is a situational spell. There are a lot of times you don't want people running for help and screaming.
And ultimately all that happens is you've cleared the room and that there are a collection of gargoyles wandering around either waiting to ambush you or alerting the other monsters in the dungeon.
This is neither more nor less than the Peasant Railgun abuse of D&D's simplifying a living universe to a turn-based game. For players to try this sort of cheese that allows messages to break the sound barrier let alone throw things would be silly. For the DM to deploy this sort of exploitative physics-based cheese to nerf a player ability is nothing more than prime grade douchbaggery. If the DM wants to automatically win they can just throw an asteroid or tarrasque at the players.
You've bolded the wrong words. They each act at the same time. Which means they each start their action at the same time and they each finish their action at the same time. While the first one who saved is raising his hand to act the second one is staring at the pretty lights. Then the first one slaps the second and the second one blinks awake. They each act at the same time - but the first one has already acted which means that the second one can't take their action at the same time as the first because the first one's action has finished.
It doesn't lose a turn after it recovers. It loses the turn it started hypnotised.
It hasn't recovered until the action on its own initiative is over,.
It doesn't have to. Its action is happening at the same time as the action freeing it. Its action time has passed.
Nope. What is happening is that you are twisting the rules to give NPCs initiative-juggling superpowers.
If you had eight goblins at initiative 13 you'd effectively have them acting on initiative 13.8, 13.7, 13.6 ... 13.1 so they each act in order.
Which would be fair enough. But where the superpowers come in is that you arbitrarily allow the goblins to assign their initiative orders in any order on any turn.
I am not familiar with the peasant railgun so if you want me to comment on it you are going to need to explain it.As I say your interpretation is the same interpretation that the peasant railgun relies on, and it's the same exploit in both cases. And you're doing it all to make the PC abilities as uncool and ineffective as possible.
So they run off and alert the other monsters in the dungeon.
Having your enemies bolt out of the room you're in is actually often a really really bad thing to happen.
I suppose they could make those saves early, and instead decide to simply return instead of rallying more troops and alerting the boss, but even then all you've done is buy yourselves a few rounds to prepare.
Incinerating them before they can act is usually a far better option.
As an example you mentioned saving your 3rd level slots for a dragon with legendaries in the last post. This was presumably to use fireball on the dragon? Each fireball would have averaged a whopping 14 damage on him!
So they run off and alert the other monsters in the dungeon.
Having your enemies bolt out of the room you're in is actually often a really really bad thing to happen.
I suppose they could make those saves early, and instead decide to simply return instead of rallying more troops and alerting the boss, but even then all you've done is buy yourselves a few rounds to prepare.
Incinerating them before they can act is usually a far better option.
But it doesn't stay around or spread out of the room if the doors are closed.Fireball sets everything in the room ablaze... That is not sneaky either...
But it doesn't stay around or spread out of the room if the doors are closed.