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Community
General Tabletop Discussion
*Pathfinder & Starfinder
How to fix the Silence Spell?
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<blockquote data-quote="Gansk" data-source="post: 2345356" data-attributes="member: 16383"><p>Per RAW, if you ready an action to cast Silence in the spellcaster's general area when he or she attempts a spell with a verbal component (which is 95% of all spells), the spellcaster gets no save or SR and the spell is ruined automatically. No spellcraft check, no dispel magic check, no nothing. </p><p></p><p>Of course I could just metagame that all spellcasters are aware of this and give them all Silent Spell feats and metamagic items, but I would rather make counterspell a more viable tactic for both the PC's and the NPC's. </p><p></p><p>I typically use published modules, where most of the NPC spellcasters are not tweaked for countering this tactic. Why should I take the time to tweak them when I could just even the playing field with a small fix? </p><p></p><p>The other common reason to leave the Silence spell as-is is to say, "The spellcaster just moves out of the silence next round." That is easier said than done in a dungeon environment. Then the PC's use the following tactics to make it harder - a druid wildshaped into a bear with improved grab, the druid's bear animal companion, Grease spells, Glitterdust spells, Stinking Clouds, Evard's Black Tentacles, Spike Stones.</p><p></p><p>Can I do it to them? Sure. But once again I have to tweak NPC's to copy the exact same tactics when I would rather try to optimize their tactics with the spells that they have. I guess I would rather have a world where not every spellcaster duel revolved around casting and countering Silence. </p><p></p><p>Anybody who takes the time to search both the D&D Rules and House Rules forums will see that I am not the only one who feels that Silence is too powerful as a counterspell.</p></blockquote><p></p>
[QUOTE="Gansk, post: 2345356, member: 16383"] Per RAW, if you ready an action to cast Silence in the spellcaster's general area when he or she attempts a spell with a verbal component (which is 95% of all spells), the spellcaster gets no save or SR and the spell is ruined automatically. No spellcraft check, no dispel magic check, no nothing. Of course I could just metagame that all spellcasters are aware of this and give them all Silent Spell feats and metamagic items, but I would rather make counterspell a more viable tactic for both the PC's and the NPC's. I typically use published modules, where most of the NPC spellcasters are not tweaked for countering this tactic. Why should I take the time to tweak them when I could just even the playing field with a small fix? The other common reason to leave the Silence spell as-is is to say, "The spellcaster just moves out of the silence next round." That is easier said than done in a dungeon environment. Then the PC's use the following tactics to make it harder - a druid wildshaped into a bear with improved grab, the druid's bear animal companion, Grease spells, Glitterdust spells, Stinking Clouds, Evard's Black Tentacles, Spike Stones. Can I do it to them? Sure. But once again I have to tweak NPC's to copy the exact same tactics when I would rather try to optimize their tactics with the spells that they have. I guess I would rather have a world where not every spellcaster duel revolved around casting and countering Silence. Anybody who takes the time to search both the D&D Rules and House Rules forums will see that I am not the only one who feels that Silence is too powerful as a counterspell. [/QUOTE]
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How to fix the Silence Spell?
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