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Is the sleep spell d&d 5e too powerful
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<blockquote data-quote="Uller" data-source="post: 7829941" data-attributes="member: 413"><p>First....what you are doing is called white rooming. It is where your argument requires a very specific set of circumstances to happen in order to be valid. </p><p></p><p>Second, even then it doesn't work. The odds of getting all three in on casting is low (13%) and you have to multiply that by the odds of one shotting each PC. So by the time you get to the fighter the odds are vanishingly small.</p><p></p><p>Third....a better scenario is to ask how this spell works in an actual encounter. A PC trying to murder his own party is something that has never happened at my table and never will. I'd probably end the game before I let that happen because it is not the game I am interested in running. But it has never come up and never will because my players arent a******s.</p><p></p><p>A better way to assess the spell is how does it fair when by the PCs against monsters and vice versa. </p><p></p><p>In low level games the answer is it is very effective. So effective in fact I rarely play a wizard that doesn't have it available and as DM I would be hesitant to use it against a first or second level party unless there was a good roleplay reason to avoid a TPK. A 1st level mage and a few goblins getting the jump on the party could go very badly. </p><p></p><p>At higher levels it is useful in two ways: One...it is a sure way to disable low level foes quickly and quietly....so need to sneak past the guards without leaving a trail of bodies? Sleep.</p><p></p><p>It is also a great finisher spell for removing wounded foes from a fight with a low level spell but this depends on smart play and how much info the DM gives you. The fighter and rogue just did a crap ton of damage to a troll and you want to make sure it is down with no chance of failure? Sleep or Magic Missile are good choices. But this depends on if the DM is giving you clues about how close to 0hp the monster is. </p><p></p><p>At my table, we use the "bloodied" condition from 4e and when we us a VTT I even use health bars. So my players have plenty of information available if they are paying attention to know if sleep will work...but so do my NPC spell casters and at mid levels I have had villain casters us it to remove a wounded PC from the fight.</p><p></p><p>It is a good spell. I would guess it is one of those sacred cow spells like fireball that the purposely left a little overpowered. But it is far from unbalancing. The player in my group that most often plays wizards never takes it.</p></blockquote><p></p>
[QUOTE="Uller, post: 7829941, member: 413"] First....what you are doing is called white rooming. It is where your argument requires a very specific set of circumstances to happen in order to be valid. Second, even then it doesn't work. The odds of getting all three in on casting is low (13%) and you have to multiply that by the odds of one shotting each PC. So by the time you get to the fighter the odds are vanishingly small. Third....a better scenario is to ask how this spell works in an actual encounter. A PC trying to murder his own party is something that has never happened at my table and never will. I'd probably end the game before I let that happen because it is not the game I am interested in running. But it has never come up and never will because my players arent a******s. A better way to assess the spell is how does it fair when by the PCs against monsters and vice versa. In low level games the answer is it is very effective. So effective in fact I rarely play a wizard that doesn't have it available and as DM I would be hesitant to use it against a first or second level party unless there was a good roleplay reason to avoid a TPK. A 1st level mage and a few goblins getting the jump on the party could go very badly. At higher levels it is useful in two ways: One...it is a sure way to disable low level foes quickly and quietly....so need to sneak past the guards without leaving a trail of bodies? Sleep. It is also a great finisher spell for removing wounded foes from a fight with a low level spell but this depends on smart play and how much info the DM gives you. The fighter and rogue just did a crap ton of damage to a troll and you want to make sure it is down with no chance of failure? Sleep or Magic Missile are good choices. But this depends on if the DM is giving you clues about how close to 0hp the monster is. At my table, we use the "bloodied" condition from 4e and when we us a VTT I even use health bars. So my players have plenty of information available if they are paying attention to know if sleep will work...but so do my NPC spell casters and at mid levels I have had villain casters us it to remove a wounded PC from the fight. It is a good spell. I would guess it is one of those sacred cow spells like fireball that the purposely left a little overpowered. But it is far from unbalancing. The player in my group that most often plays wizards never takes it. [/QUOTE]
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Is the sleep spell d&d 5e too powerful
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