D&D 4E In D&D 4e, is there any ability by Enemies that will silence a caster?

If your GM says "divine magic doesn't work here", no amount of basic melee attacks with a mace is going to save the situation. Under such a situation, the cleric is better off making "aid another" rolls to add to a striker's chance to hit; this requires no weapon. And then beating up the GM, which may or may not require one.

Trust me.. as the Warden of the group, it won't require one as I'll see it to myself that I'll take full on force to wailing on the GM for pulling that kind of manoeuvre on our little cleric.
 

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If anything like that happens it is by invention not by convention.

Just run away and don't go back. All those carefully laid DM plans gone to waste...

If your DM plays by the rules he might be clever and have the use of magic set off a trap ... like in WotBS.

He could use large creatures with threatening reach and bustle him into a corner, so everytime he casts he gets smacked.

He could give an enemy a power similar to the Fighter's Combat Challenge meaning he can't shift away without taking a hit.

But just simply saying, 'sorry, none of your powers work here ...' is not in the spirit of the game. So he should be okay. And in theory if his magic doesn't work neither does that of your paladin or your own. You'd all be reduced to basic attacks...

Am I right in understanding there are only 3 players? If that is the case at least you have 2 melee defenders. Keeping attackers off your cleric is your job.

On my first game online with 4e, the cleric (whose player was totally new to the rules and did some rather strange things making his character) only wore leather armour and had an Intelligence of 12 (10 DEX). So his AC total was a mighty 13. He would also move up nice and close to the enemy to make his ranged attacks.

I realised a month or two later when the DM shared the party sheet (FGII) that he had also missed his +1 bonuses to defenses for being human and +2 to Will for being a cleric. So his stats were : AC 13 FORT 11 REF 11 WILL 14

As the party fighter it was entertaining keeping him alive. Only a Fighter, a Wizard and the Cleric (who in my head I imagined wearing in naught but some shiney B&D leathers). But we managed it for 3 straight encounters before, after some gentle persuasion, he donned a suit of chainmail. AC 16 suddenly seemed like a total luxury!

In short, you'll be fine!
 

As long as the DM is upfront about it, there's nothing wrong with a new twist on the game (of course care should be taken yadda yadda). For instance, whereas in previous editions silence could prevent a caster from using a spell, not all spells required noise, and even for those that did there were countermeasures (such as the silent spell feat). And of course, despite this potential drawback, it would be hard to argue that 3.5 casters were too weak.

So, if you import something like silence (or, for another example, disarm), you need to include a whole framework of countermeasures and situations in which this can work, as well as working out balance issues, and last but not least include it in the fluff of the setting so that opponents are equipped and trained to account for it.

As always, all players should know what to expect from the game (in terms of rules, in any case).
 

IIRC, there are some Vecna-flavored baddies who can prevent you from using at-will, encounter, or daily powers. Can't seem to remember where I saw that though. Perhaps Thunderspire?
 

IIRC, there are some Vecna-flavored baddies who can prevent you from using at-will, encounter, or daily powers. Can't seem to remember where I saw that though. Perhaps Thunderspire?
Yep, they're also in MM3 (Secret of Vecna, IIRC). They don't prevent you from using at-wills, though (again: iirc).

But the 4e way to silence a caster is really to incapacitate him.
 


Our DM is mixing 3.5 with 4.0e (having us use our imaginations for the environments ala 3.5 with D&D 4.0e style minis and board maps and stuff and using D&D 4.0e Classes & Races) , a bit, but I don't think he'd take it as far as throwing up 'anti-magic zones'.. but, even if he did.. I was just making the precaution for my friend who doesn't have a weapon at all on his Cleric and it significantly worried me.

"use our imaginations for the environments ala 3.5"

Could you expand please?

And the laser cleric is a fairly common build. Like the wizard of old he's in trouble if people actually get him in melee.
 

Well Stun, Dominate, and Daze while adjacent to a melee monster (and a few other things mentioned above) are really the only ways to stop a caster.

However for the Wisdom cleric, I recommend Sacred Flame and Sonnlinor's Hammer as the first 2 at wills. Sacred Flame is the ever giving ranged 5 radiant attack, and Sonnlinor's Hammer is the emergency "I need to hit something" power.

Alternatively just make a strength cleric, problem solved. ;)
 

There is no convenient shortcut to prevent casters from using their abilities.

OTOH casters no longer have any abilities which make them fearful enough to create the sense of urgency that would prompt needing to neutralize them that fast.

So one balances out the other.
 

I see absolutely nothing wrong with taking away characters' standard toys for a given encounter as long as there's some accessible way for them to still meaningfully contribute.
 

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