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General Tabletop Discussion
*Dungeons & Dragons
Increasing spell power
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<blockquote data-quote="werecorpse" data-source="post: 6739390" data-attributes="member: 55491"><p>Hold person is a spell that has changed completely with the save again mechanic. You have to think about them very differently than in earlier editions.</p><p></p><p>In 1e if you cast hold on an enemy and they failed their save you would essentially ignore them until the end of the fight. They were out and only became a threat if an ally magicked them back. </p><p></p><p>In 5e you know it's only going to last a short time, maybe only 1 round, and during that time melee combatants get advantage, every hit is a critical and the victim gets no dex or str save. So the tactically what you get is a short window to maximise your beat down on an enemy. Everyone who can piles on and beats the crap out of the held guy. Plus they have no reaction so you can conga line past them without repercussions.</p><p></p><p>I suspect your players are still in the 1e mind set (mine are just beginning to shift) and they see a held person as out of the fight rather than as a guy with a great big target on them. </p><p></p><p>Any option that makes a target "weak now but likely to return to full strength very soon and certainly before the fight is over" likely will mean the party piles on.</p><p></p><p>I think part of the reason for this is that the creators don't want PC's to be out of the fight for a long time (probably because 3e & 4e fights last forever) which I totally understand - but it has consequences.</p><p></p><p>In 1e when a pack of say 5 ghouls attacked you feared it at any level because they got three chances to paralyse you and then you might be dragged off and eaten. In 5e ghouls have learned to attack sequentially - if ghoul 1 paralyses someone ghouls 2-5 run over and tear the paralysed victim apart.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 6739390, member: 55491"] Hold person is a spell that has changed completely with the save again mechanic. You have to think about them very differently than in earlier editions. In 1e if you cast hold on an enemy and they failed their save you would essentially ignore them until the end of the fight. They were out and only became a threat if an ally magicked them back. In 5e you know it's only going to last a short time, maybe only 1 round, and during that time melee combatants get advantage, every hit is a critical and the victim gets no dex or str save. So the tactically what you get is a short window to maximise your beat down on an enemy. Everyone who can piles on and beats the crap out of the held guy. Plus they have no reaction so you can conga line past them without repercussions. I suspect your players are still in the 1e mind set (mine are just beginning to shift) and they see a held person as out of the fight rather than as a guy with a great big target on them. Any option that makes a target "weak now but likely to return to full strength very soon and certainly before the fight is over" likely will mean the party piles on. I think part of the reason for this is that the creators don't want PC's to be out of the fight for a long time (probably because 3e & 4e fights last forever) which I totally understand - but it has consequences. In 1e when a pack of say 5 ghouls attacked you feared it at any level because they got three chances to paralyse you and then you might be dragged off and eaten. In 5e ghouls have learned to attack sequentially - if ghoul 1 paralyses someone ghouls 2-5 run over and tear the paralysed victim apart. [/QUOTE]
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