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Hot Take: D&D Has Not Recovered From 2E to 3.0 Transition
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<blockquote data-quote="Redwizard007" data-source="post: 8861780" data-attributes="member: 7024098"><p>There are some major problems with that scenario.</p><p></p><p>First, How many monsters actually cast Banishment? Death Knight, Arcanaloth, Undying Councilor, Archmage, and maybe a handful I missed. Probably less than a dozen evil creatures total across every source book. If we aren't fighting celestials than that's really about it.</p><p></p><p>Edit: just saw your campaign premise. 13 Death Knights is a bad, bad day, but they only get a +5 to CON saves. End Edit.</p><p></p><p>Second, forcing concentration saves. Every. Single. Time. A caster takes damage they must make a DC10, or higher saving throw to maintain concentration. That may only be a 25%ish chance to lose the spell, but it happens multiple times every round.</p><p></p><p>Third, the range is only 60', so we don't need to worry about him targeting the Wizard, Rogue, or Ranger.</p><p></p><p>Fourth, Charisma is a common save proficiency. Clerics, Warlocks, Sorcerers, Bards, Monks (level dependant,) and Paladins are making this saving throw more often than not (+8 here vs a DC16 is 65% unbuffed, and those are conservative bonuses and targets for a lvl 10 PC.) The rest will have issues, but if a paladin is fighting alongside the vulnerable frontliners, the save chance increases to somewhere between 30 and 35%. Not great, but certainly good enough to risk for a couple rounds.</p><p></p><p>On top of all that, we have spells like Bless to buff saves, things like Bane to debuff them. Each throwing another 5-20% on the table.</p></blockquote><p></p>
[QUOTE="Redwizard007, post: 8861780, member: 7024098"] There are some major problems with that scenario. First, How many monsters actually cast Banishment? Death Knight, Arcanaloth, Undying Councilor, Archmage, and maybe a handful I missed. Probably less than a dozen evil creatures total across every source book. If we aren't fighting celestials than that's really about it. Edit: just saw your campaign premise. 13 Death Knights is a bad, bad day, but they only get a +5 to CON saves. End Edit. Second, forcing concentration saves. Every. Single. Time. A caster takes damage they must make a DC10, or higher saving throw to maintain concentration. That may only be a 25%ish chance to lose the spell, but it happens multiple times every round. Third, the range is only 60', so we don't need to worry about him targeting the Wizard, Rogue, or Ranger. Fourth, Charisma is a common save proficiency. Clerics, Warlocks, Sorcerers, Bards, Monks (level dependant,) and Paladins are making this saving throw more often than not (+8 here vs a DC16 is 65% unbuffed, and those are conservative bonuses and targets for a lvl 10 PC.) The rest will have issues, but if a paladin is fighting alongside the vulnerable frontliners, the save chance increases to somewhere between 30 and 35%. Not great, but certainly good enough to risk for a couple rounds. On top of all that, we have spells like Bless to buff saves, things like Bane to debuff them. Each throwing another 5-20% on the table. [/QUOTE]
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Hot Take: D&D Has Not Recovered From 2E to 3.0 Transition
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