FlimFlam said:The problem is the spell is NOT 5th level (how did we get to 5th level all of a sudden? I thought the consensus was to up it to 4th level, suddenly it's 5th now?) it is a 3rd level spell. We play the game how the rules are written and don't like to change things and make house rules.
There is nothing wrong with Blindsight spell... that is unless you combine it with the Deeper Darkness tactic. So because of 1 tactic, the entire spell should be changed or upped in level?
How about instead of changing the spell, the DM adapts the encounters. Which is precisely what this post is about. I'm just concerned we will be fighting Fiendish Dire Bats every other encounter. I don't want that, it's no fun. And fun is what the game should be about.
Brown Jenkin said:Apparently all of the following are cheesy encounters
Wizards
Sorcerers
Bards
Clerics
Druids
Paladins
Rogues
Barbarians
Constructs
Undead
Plant Creatures
Oozes
Anything with Blindsight
Anything with Tremoresense
Anything with Scent
Anything that Flys
Any inteligent creatures that have heard of your party
Having eliminated all of these what do you guys fight all the time then?
FlimFlam said:The way the battles work out is usually in our favor. The Rogue holds the coin, and when we are approached by enemies, the Rogue exposes the coin shedding Darkness. I fail to see how this is easy to counter. As someone pointed out, you can't dispel what you can't see. You can't hit (very effectively) what you can't see. Sure, maybe we will run into a group of Wizards who are ready for this tactic once. That is fine. But then what? Keep throwing the same thing at us? That would be cheesy IMO.
A dungeon environment won't hinder the party either. Ok, so now the whole party is encased in Darkness. No problem, I can wait for the Rogue to do the dirty work. Creatures with scent and blindsight are all well and good, but again I ask, how many times can we run into such foes? Again I say cheesy.
In no encounter we've been involved in has the opponent been at an advantage when we bust out this tactic.
Oh, and you can't double move away. Movement is halfed in darkness. So a double move would = a normal move. You aren't allowed to run in darkness at all. I am pretty sure these are official rules. If they aren't, well we've been using them since day 1.
Enkhidu said:
I've got a minor quibble with this, as Blindsight is a FR spell, and was therefore not accounted for in the original rules set. If you really want to play "by the book," my suggestion is that you not use material other than that which you can find in the core books.
FlimFlam said:
A band of about 10 Rogues (no idea on their levels)
2 Giant spiders
We weren't the same levels on every encounter, just incase you might be wondering why such a difference in CRs.
On at least one of these encounters (I think the Ogre one) we didn't have Blindsight at the time. I would hold the coin (as opposed to the Rogue) and open my hand to expose the Darkness. The Rogue would ready for the light to appear again. So when it went back to my turn, I would Move-Equiv to close my hand with the coin in it. Darkness is gone, Rogue's attack goes off. Then I Move-Equiv to open my hand. Darkness is back, monsters can't see.
Now I already know some people may have issues with this. For one, you could say closing my hand around the coin doesn't make my hand "light-tight" and therefore the darkness would seep out anyway. I could just as easily placed it in a Bag of Holding (that we did have at the time) as a Move-Equiv, then get it back out as a Move-Equiv.
You may also argue that that's technically not how Ready works because the Rogue's action comes before mine. And if it goes before my turn, then my hand wouldn't have been open yet. Thus creating a paradox. There really isn't any reason you couldn't do thus, the game mechanics just don't adjust for this. The Rogue could just as easily say he readied to attack when the darkness reappears. So he would attack before the darkness comes back, which would be right before I open my hand, and there is light at this point. It would be the same effect, just a matter of semantics.
FlimFlam said:I guess that is one way to do it, but then we would have to start the campaign over =(
Somebody else thought that earlier in the thread, but the MM doesn't say anything about it. Vermin are affected normally by SA and criticals.Elder-Basilisk said:
IIRC, vermin are immune to crits/sneak attacks as well. . .

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.