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General Tabletop Discussion
*Dungeons & Dragons
Hypnotic Pattern
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<blockquote data-quote="I'm A Banana" data-source="post: 6648167" data-attributes="member: 2067"><p>It's one of my gnome wild sorcerer's go-to spells. <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>I don't think it's any more of an "I win" spell than a well-placed <em>fireball</em>, really. Which is to say, in the right circumstances - a narrow corridor, a marching bunch of enemies, a tight bunch of critters around the party tank - it'll be pretty effective. But there's two big limitations on it.</p><p></p><p>First, the "right circumstances" aren't typically common - it might happen in a fight or two, but not every fight is against a tight cluster of enemies all on one side. It's not "friendly," so once a melee starts it's hard to catch enemies without catching allies. If even one enemy is not caught in it, that enemy can use its actions to end the spell's effectiveness pretty quickly by waking up its allies. </p><p></p><p>Second, the mechanics of the spell. As a Concentration spell, it prohibits other powerful buffs or debuffs from happening, and can be ended with a well-placed blow. As a spell that requires Wis saves and charm to work, it's ineffective against a pretty wide swath of enemies (particularly undead and anything with Legendary Resistance or advantage on Wis saves). </p><p></p><p>If you are seeing it be crazy effective, consider spacing your enemy groups farther apart (using a mix of ranged and melee monsters is pretty good for this), and don't rely on single-monster encounters. Also, make sure you're hitting the 6-8 encounters/day the DMG recommends - you run out of <em>hypnotic patterns</em> pretty quick at most levels when they win many encounters, and then you've gotta do something else.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6648167, member: 2067"] It's one of my gnome wild sorcerer's go-to spells. :) I don't think it's any more of an "I win" spell than a well-placed [I]fireball[/I], really. Which is to say, in the right circumstances - a narrow corridor, a marching bunch of enemies, a tight bunch of critters around the party tank - it'll be pretty effective. But there's two big limitations on it. First, the "right circumstances" aren't typically common - it might happen in a fight or two, but not every fight is against a tight cluster of enemies all on one side. It's not "friendly," so once a melee starts it's hard to catch enemies without catching allies. If even one enemy is not caught in it, that enemy can use its actions to end the spell's effectiveness pretty quickly by waking up its allies. Second, the mechanics of the spell. As a Concentration spell, it prohibits other powerful buffs or debuffs from happening, and can be ended with a well-placed blow. As a spell that requires Wis saves and charm to work, it's ineffective against a pretty wide swath of enemies (particularly undead and anything with Legendary Resistance or advantage on Wis saves). If you are seeing it be crazy effective, consider spacing your enemy groups farther apart (using a mix of ranged and melee monsters is pretty good for this), and don't rely on single-monster encounters. Also, make sure you're hitting the 6-8 encounters/day the DMG recommends - you run out of [I]hypnotic patterns[/I] pretty quick at most levels when they win many encounters, and then you've gotta do something else. [/QUOTE]
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