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How do you handle Magic Circle in your game?
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<blockquote data-quote="satori01" data-source="post: 4825705" data-attributes="member: 7859"><p>LOL....this honestly gave me a good laugh...thank you.</p><p> </p><p>First the ritual was too powerful, because you cited a 5th level character, that was an Eladrin or Gnome, that took Skill Focus Arcana, a Familiar, and had four friends to help could keep the bowling team of Orcus, Vecna, and the Tarrasque away.</p><p> </p><p>(as an aside, I play in a group of 9 people, and beside my Wizard, only 3 other people are trained in Arcana. There is a Warlord w/ 14 Int, who could probably make the assist roll, so my Wizard could do this. Under point buy almost everyone else has 10-8 Int because lets face it...Int is a dump stat(even for the Sorcerer in my group, Int a dump stat)....Rogues do not need it, Fighters do not need it, Rangers do not need it, and the rest of my group is Fighter, Rogues and Rangers....so 4 people assistng not that easy to come by for your average 5 person group.)</p><p> </p><p>Now after people have dissected the rules, and determined that Teleportation, Flight, and Burrowing can bypass the erstwhile too powerful 5th level ritual.....it is too weak?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> There is no pleasing you...is there <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>As you mentioned before, a clear use for this Ritual is to be able to take an extended rest on say level 2 of the Temple of Elemental Evil w/o having to treck back to Hommlet.</p><p> </p><p>Now by RAW not being able to get out of your own Magic Circle is a clear oversight, but easily corrected by the DM, simply allowing the caster to designate people to be able to pass in and out of the Magic Circle ala many of the other perimeter defense Rituals in the game.</p></blockquote><p></p>
[QUOTE="satori01, post: 4825705, member: 7859"] LOL....this honestly gave me a good laugh...thank you. First the ritual was too powerful, because you cited a 5th level character, that was an Eladrin or Gnome, that took Skill Focus Arcana, a Familiar, and had four friends to help could keep the bowling team of Orcus, Vecna, and the Tarrasque away. (as an aside, I play in a group of 9 people, and beside my Wizard, only 3 other people are trained in Arcana. There is a Warlord w/ 14 Int, who could probably make the assist roll, so my Wizard could do this. Under point buy almost everyone else has 10-8 Int because lets face it...Int is a dump stat(even for the Sorcerer in my group, Int a dump stat)....Rogues do not need it, Fighters do not need it, Rangers do not need it, and the rest of my group is Fighter, Rogues and Rangers....so 4 people assistng not that easy to come by for your average 5 person group.) Now after people have dissected the rules, and determined that Teleportation, Flight, and Burrowing can bypass the erstwhile too powerful 5th level ritual.....it is too weak?:D :) There is no pleasing you...is there :) As you mentioned before, a clear use for this Ritual is to be able to take an extended rest on say level 2 of the Temple of Elemental Evil w/o having to treck back to Hommlet. Now by RAW not being able to get out of your own Magic Circle is a clear oversight, but easily corrected by the DM, simply allowing the caster to designate people to be able to pass in and out of the Magic Circle ala many of the other perimeter defense Rituals in the game. [/QUOTE]
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