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Is 5e still full of Save or Dies?
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<blockquote data-quote="bganon" data-source="post: 6621342" data-attributes="member: 60886"><p>High level spells (and in general, high-level 1/day abilities) are encounter-changers. A paladin or battle master can pack limited-use abilities into one round almost as much as a caster. The abilities need to be taken into account when designing fights.</p><p></p><p><strong>Forcecage</strong>: if your 13th-level party runs into a lone monster that fits into a 20' cube, with no magical movement and no threatening ranged attack, then Forcecage isn't the only problem it has. That's a creature that's easy to shut down in a million different ways. Forcecage is one of the best, but far from the only one.</p><p></p><p><strong>Banishment</strong>: to use it against multiple creatures again requires a high-level slot, and it ends if the caster's concentration is broken. Often not too hard to arrange. The spell also requires a material component of "something distasteful to the target", which if strictly enforced can make the spell nearly worthless without scrying or something ahead of time.</p><p></p><p><strong>Contagion</strong>: Slimy Doom is broken. Fix it and move on.</p><p></p><p><strong>Simulacrum</strong>: is a dispellable illusion that takes 12 hours to cast. Again, this might be breakable but no reasonable DM would allow the shenanigans some people dream up. Just assume the party will have an extra NPC available and build encounters accordingly. Again, if effectively adding one (fragile) caster to the party breaks the encounter then there are probably a lot of other options the PCs could have used to shut it down.</p></blockquote><p></p>
[QUOTE="bganon, post: 6621342, member: 60886"] High level spells (and in general, high-level 1/day abilities) are encounter-changers. A paladin or battle master can pack limited-use abilities into one round almost as much as a caster. The abilities need to be taken into account when designing fights. [b]Forcecage[/b]: if your 13th-level party runs into a lone monster that fits into a 20' cube, with no magical movement and no threatening ranged attack, then Forcecage isn't the only problem it has. That's a creature that's easy to shut down in a million different ways. Forcecage is one of the best, but far from the only one. [b]Banishment[/b]: to use it against multiple creatures again requires a high-level slot, and it ends if the caster's concentration is broken. Often not too hard to arrange. The spell also requires a material component of "something distasteful to the target", which if strictly enforced can make the spell nearly worthless without scrying or something ahead of time. [b]Contagion[/b]: Slimy Doom is broken. Fix it and move on. [b]Simulacrum[/b]: is a dispellable illusion that takes 12 hours to cast. Again, this might be breakable but no reasonable DM would allow the shenanigans some people dream up. Just assume the party will have an extra NPC available and build encounters accordingly. Again, if effectively adding one (fragile) caster to the party breaks the encounter then there are probably a lot of other options the PCs could have used to shut it down. [/QUOTE]
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