Counterspell comes with a real cost, so I think it is a decent design even if it can feel "unfun" in the moment. A caster without a reaction can't use Shield, just by way of example.I wondered if counterspell was not fun. A player of a wizard only has one thing, casting spells, and counterspell fellt to me like the GM saying "nooo fun for you this turn!".
I asked my players and they were fine. Counterspell is part of the game and they were OK with enemies using it on their characters. After all, they got to use it as well. If nothing else, you still force the enemy caster to use a spell slot, so that's not a completely wasted turn.
The ones that all of us agreed was not fun was forcecage and banish.
THIS.you kind of have to listen very carefully, or you will miss what the players are actually asking for
All of this!It's not fun when a battle's outcome has been decided, but combat rounds drag out for an inordinate period of time. It's not fun when a battle's outcome is determined within (or before) the first round.
Is not fun when too many real world problems cross into the game. It's not fun when the game has no connection to reality.
It's not fun when a game gets bogged down in tedious details. It's not fun when the game rules become too abstract and reductive.
I have never seen a battle outcome determined before the first round, but I suppose it is possible.It's not fun when a battle's outcome has been decided, but combat rounds drag out for an inordinate period of time. It's not fun when a battle's outcome is determined within (or before) the first round.
Yes, those do help mitigate the issue, as does the "save every turn" mechanic.Shutting down a PC for an extended period can definitely feel unfun. From a design perspective I think the Recharge and Concentration mechanics can be leveraged to avoid this (unless a PC is over powered, in which case they deserve it).
Yup.A player in my game the other night hit one time in 3 hours of play, and not for lack of combat challenges. I don't think he succeeded on any ability checks either. Even though the game itself was fun and produced a memorable story, part of that story was that character wasn't very effective. No doubt it would have been more fun to have contributed more to the group's progress.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.