evilbob
Adventurer
I like this discussion and I'm happy to be a part of it!
Getting tripped up over the exact wording of Suggestion isn't important: it's clear from the description that one legitimate usage is removing an enemy from a combat. Targeting that concentration check, counterspell, and LRs are really your only counters.
Like many others mentioned, I still remember a combat against mind flayers from 15 yrs ago where the PCs were stunlocked repeatedly and how boring it was. "Never again." Turn denial just isn't fun.
Doom points / LRs are a great bandaid, but it does just feel like another gamey layer. "Gotta burn through those 5 LRs then we nuke it" becomes the plan, which isn't really narratively satisfying, as others have mentioned. I've also noticed how many 2024 monsters have "advantage on saves vs spells" which seems like another bandaid. Casters end up becoming auto-win or useless, neither of which are fun.
Along those lines, 2014 monks are the most powerful class I've seen in play. Even my never-min-max player quickly figured out his job was to stunlock the most dangerous opponents (multiple) each battle. The lack of stun immunity made many "deadly" encounters trivial. Even LRs aren't enough: monks can attack like 5 times in a row, boom there's your LRs gone in round 1.
Something else to underline: 2024 PCs are far more powerful than 2014s. This is pretty well established, but it still caught me off guard by how MUCH. Using 2024 PCs to finish the Tiamat campaign nearly nuked a god in 3 rounds. They just do so much martial damage now - it's nuts. And save or win effects were harder to land in the olden (3.5) days - that's just not true any more. Save or win used to be like a 1/3 chance, now it's 2/3 or better. And you can target multiple enemies at time. Hold Monster used to be so unreliable you'd never take it: now you always would.
Finally: save or suck spells do suck. They are too much of a risk/reward: if you miss, your turn was completely wasted. If you hit, you win. I like the PF2 suggestion of "levels of effect" but also dear god that's so much bookkeeping. 4e actually did a good job like others mentioned - and was roundly rejected.
We already have the super gamey HP whittling metagame, maybe save or suck should do damage on a fail, and make monster saves higher? I don't know. There's probably not a simple fix: someone would have thought of it. Reworking magic is AN answer but it's also the hardest and we tried that already and people rejected it. I'm thinking the 2024 MM should have raised monster saves by like +2 across the board, in addition to the big HP bump.
Getting tripped up over the exact wording of Suggestion isn't important: it's clear from the description that one legitimate usage is removing an enemy from a combat. Targeting that concentration check, counterspell, and LRs are really your only counters.
Like many others mentioned, I still remember a combat against mind flayers from 15 yrs ago where the PCs were stunlocked repeatedly and how boring it was. "Never again." Turn denial just isn't fun.
Doom points / LRs are a great bandaid, but it does just feel like another gamey layer. "Gotta burn through those 5 LRs then we nuke it" becomes the plan, which isn't really narratively satisfying, as others have mentioned. I've also noticed how many 2024 monsters have "advantage on saves vs spells" which seems like another bandaid. Casters end up becoming auto-win or useless, neither of which are fun.
Along those lines, 2014 monks are the most powerful class I've seen in play. Even my never-min-max player quickly figured out his job was to stunlock the most dangerous opponents (multiple) each battle. The lack of stun immunity made many "deadly" encounters trivial. Even LRs aren't enough: monks can attack like 5 times in a row, boom there's your LRs gone in round 1.
Something else to underline: 2024 PCs are far more powerful than 2014s. This is pretty well established, but it still caught me off guard by how MUCH. Using 2024 PCs to finish the Tiamat campaign nearly nuked a god in 3 rounds. They just do so much martial damage now - it's nuts. And save or win effects were harder to land in the olden (3.5) days - that's just not true any more. Save or win used to be like a 1/3 chance, now it's 2/3 or better. And you can target multiple enemies at time. Hold Monster used to be so unreliable you'd never take it: now you always would.
Finally: save or suck spells do suck. They are too much of a risk/reward: if you miss, your turn was completely wasted. If you hit, you win. I like the PF2 suggestion of "levels of effect" but also dear god that's so much bookkeeping. 4e actually did a good job like others mentioned - and was roundly rejected.
We already have the super gamey HP whittling metagame, maybe save or suck should do damage on a fail, and make monster saves higher? I don't know. There's probably not a simple fix: someone would have thought of it. Reworking magic is AN answer but it's also the hardest and we tried that already and people rejected it. I'm thinking the 2024 MM should have raised monster saves by like +2 across the board, in addition to the big HP bump.