D&D General How often do your adventurers have lengthy - months+ - preparations?

This depends wholly on which edition you're playing. 5e has no such checks. You can either cast the spell or you can't. There is no chance of failure.
Verbal components dont become an issue?

Also most of the issues are unnaffected by whether you can technically cast the spell (as far as the spell casting option goes)
 

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The back up is the druid. There's no reason to make rings. Again 0 resources used vs 5000+gp per ring. I'm not at home so I can't look up the magic item tables, but there are a lot more things you can spend your gold on than creating magic items, especially redundant ones. Water breathing does not protect against environmental hazards such as cold, darkness, pressure, the deterioration of your items. So the idea of wasting money on multiple rings that cast the same spell 2 of your casters already can cast is STUPID. If you found a ring, I would agree it would be a superior option, but creating or buying one or multiple rings isn't.
Furthermore i did not assumr 5e when i made all those posts.

That said, still a lot of issues going with spells. The fact you CAN cast a spell wont solve most of the issues that exist. Especially something like party seperation.
 

I can drink a bottle of Dr. Pepper underwater with no problem at all. Now, maybe if I was in combat or swimming against a fast current it would be a different story and worth a check. But not in calm waters.
 

No, if you can breathe underwater, you can cast spells and use magic items. If you can't, you can't.
You cant breath until youve cast the spell. There are plenty of scenarios wherein you arent currently under the effect of the spell yet. This is relevant to much of what i said.

What if you go through an anti magic field. what if you get dispelled. Spell casting just doesnt take care of most of the reasons why rings are so good when it comes to water breathing if its specific an aquatic heazy campaign.
 

I can drink a bottle of Dr. Pepper underwater with no problem at all. Now, maybe if I was in combat or swimming against a fast current it would be a different story and worth a check. But not in calm waters.
In 5e how much of the potion has to get in you? Will foreign liquids ruin it (pretty sure in most editioms it does)
 

neogod22

Explorer
Furthermore i did not assumr 5e when i made all those posts.

That said, still a lot of issues going with spells. The fact you CAN cast a spell wont solve most of the issues that exist. Especially something like party seperation.
If the party is separated for more than 24hrs, then those separated would probably already be dead anyway. Separation is not a good option, but if you were going to split into groups, then it would be a smart idea to put the druid in one group and the Wizard in another. Players that are too stupid to understand this deserve to die. Being that they habe to be higher than 5th level for this discussion to take place, I would hope they were smarter than that.
 

If the party is separated for more than 24hrs, then those separated would probably already be dead anyway. Separation is not a good option, but if you were going to split into groups, then it would be a smart idea to put the druid in one group and the Wizard in another. Players that are too stupid to understand this deserve to die. Being that they habe to be higher than 5th level for this discussion to take place, I would hope they were smarter than that.
How the party gets split up can easily be not a choosing matter. One could say assuming that would just happen every time is itself stupid ;)
 

neogod22

Explorer
In 5e how much of the potion has to get in you? Will foreign liquids ruin it (pretty sure in most editioms it does)
Since potions are magic, the liquid in the potion doesn't matter, and normal liquids getting in usually won't effect the potion itself. That's really up to the DM. The rules only state bad things happen when you mix potions. Also stated in the rules, you can taste a potion in order to identify it, so a sip may give you a minor magical effect of what the potion does, but you have to drink the majority of the contents for the full effect.
 


Since potions are magic, the liquid in the potion doesn't matter, and normal liquids getting in usually won't effect the potion itself. That's really up to the DM. The rules only state bad things happen when you mix potions. Also stated in the rules, you can taste a potion in order to identify it, so a sip may give you a minor magical effect of what the potion does, but you have to drink the majority of the contents for the full effect.
the liquid contains the magic. Also pretty sure foreign fluids can ruin it. Ill have to double check though. Furthermore you also have to worry about the liquid being pushed out by water rushing in. And again the potion bottle cracking or leaking. Also pretty sure you have to consume it. Also better hope you get "the majority of the contents" then. Especially hard with an unconscious party member under water. Again, recently started learning 5e though. Perhaps its extremely unrealistic. Also...huh...does that rule about tasting the potion actually directly specify that the remainder is enough for the full effect or are people technically just assuming that en masse?
 
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My body is full of foreign liquids. And you should have no problem getting all of the potion into you unless there are harsh conditions in the water.
yeah. And the potion is designed for a body. Completely different. Tell you what though. Spit on a block of cheese, put it in the fridge, eat it a week later and let me know the result. Ooo better yet, open a jug of milk and do it. (Please domt do this im not responsible)

The second half of what you said is almost certainly laughably wrong though. "All" of it? Not likely. Not even gonna miss a drop? With the water initially rushing in at high pressure if you are more than even 10 feet deep? Nah.
 



Ah. Ok that one actually makes a lot of sense. And even in low tech a pull cord release and pitch sealing could make unstealing it in your mouth a lot easier. Yeah. I missed that one.

Most of the problems that exist though do not plague rings. Yes its a lot to spend on something as simple as rings, but its fairly justified.
 

MarkB

Legend
The longest actual downtime we've had in my current campaign was two weeks, but there is also a lot of travel involved in the campaign, often via ship or airship, and that can take weeks at a time. So providing the PCs bring the required resources with them, they can use that downtime for prepping.
 

months of preparation? Back in my DM days, far too many of my adventures were being finished up 15 minutes before game time. I did do several 'story arc' ones that I had planned out in advance, but the individual chapters in those were often 'last minute'...
 

neogod22

Explorer
the liquid contains the magic. Also pretty sure foreign fluids can ruin it. Ill have to double check though. Furthermore you also have to worry about the liquid being pushed out by water rushing in. And again the potion bottle cracking or leaking. Also pretty sure you have to consume it. Also better hope you get "the majority of the contents" then. Especially hard with an unconscious party member under water. Again, recently started learning 5e though. Perhaps its extremely unrealistic. Also...huh...does that rule about tasting the potion actually directly specify that the remainder is enough for the full effect or are people technically just assuming that en masse?
So everything you explained would be up to the DM. I was never arguing for potions only adding my opinion to what the rules actually state. But to clarify what I was saying is, like you said the magic is in the liquid, but it's magic. It's not like having already made Kool-aid and then accidentally pouring salt in it would ruin it. Making a potion is basically the same as making a scroll. But let's get off the subject of potions. We both agree that it's mostly stupid.
 


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