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General Tabletop Discussion
*Dungeons & Dragons
Hold Person vs. Blindness/Deafness vs. Suggestion
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<blockquote data-quote="MonkeezOnFire" data-source="post: 7493227" data-attributes="member: 6784845"><p>On my wizard I picked up Blindness/Deafness as something to throw out after having a concentration spell up (typically some aoe control like Web or Hypnotic Pattern). I'll tell you right now that it's not a big gun like the other two in your list and it won't be turning around entire combat encounters as often. It will usually only skip the target's turn for a round or two at most and that's if it sticks in the first place. But as non-concentration spells are so rare I find it's useful to keep around at higher levels. Especially since it will benefit from your higher save DC and can scale nicely with spell level once you get to the point where even 3rd level spell slots are frivolous. All that being said, I did often feel it was just more useful to go blaster after getting my concentration spell up as the campaign I was playing in (Out of the Abyss) featured a lot of monsters with one or more of high Con, non-reliance on sight, or having blanket magic resistance. So it is campaign dependent and if you plan to spend a lot of time in the Underdark probably skip it. </p><p></p><p>Between the other two it's a matter of campaign and personal choice. I like Suggestion for it's use in social encounters as well as combat. Sure, it might have heavy consequences later but sometimes it's warranted. It can also be used on a wider range of creature types. There are still a lot of creature types other than humanoids that understand language like fey, fiends, and intelligent undead. But Hold Person is one of those spells that is amazing when it comes up and is one of those spells that can turn everything around, it's just that good. </p><p></p><p>I prefer being versatile, but that's my personal opinion. You'll have to decide for yourself if you're okay with one of your spell choices being irrelevant sometimes. Especially as a sorcerer your choices are a bit limited.</p></blockquote><p></p>
[QUOTE="MonkeezOnFire, post: 7493227, member: 6784845"] On my wizard I picked up Blindness/Deafness as something to throw out after having a concentration spell up (typically some aoe control like Web or Hypnotic Pattern). I'll tell you right now that it's not a big gun like the other two in your list and it won't be turning around entire combat encounters as often. It will usually only skip the target's turn for a round or two at most and that's if it sticks in the first place. But as non-concentration spells are so rare I find it's useful to keep around at higher levels. Especially since it will benefit from your higher save DC and can scale nicely with spell level once you get to the point where even 3rd level spell slots are frivolous. All that being said, I did often feel it was just more useful to go blaster after getting my concentration spell up as the campaign I was playing in (Out of the Abyss) featured a lot of monsters with one or more of high Con, non-reliance on sight, or having blanket magic resistance. So it is campaign dependent and if you plan to spend a lot of time in the Underdark probably skip it. Between the other two it's a matter of campaign and personal choice. I like Suggestion for it's use in social encounters as well as combat. Sure, it might have heavy consequences later but sometimes it's warranted. It can also be used on a wider range of creature types. There are still a lot of creature types other than humanoids that understand language like fey, fiends, and intelligent undead. But Hold Person is one of those spells that is amazing when it comes up and is one of those spells that can turn everything around, it's just that good. I prefer being versatile, but that's my personal opinion. You'll have to decide for yourself if you're okay with one of your spell choices being irrelevant sometimes. Especially as a sorcerer your choices are a bit limited. [/QUOTE]
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