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*Dungeons & Dragons
Lethality, AD&D, and 5e: Looking Back at the Deadliest Edition
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<blockquote data-quote="Oofta" data-source="post: 9070343" data-attributes="member: 6801845"><p>That's why we paid or did a side quest for the local cleric to cast continual flame.</p><p></p><p></p><p></p><p>The caster who does the spell can't leave the hut and can't cast spells that affect anything outside of it so that helps. There was an interview about this, the original intent of it was that you couldn't attack anything outside the hut from inside it so I added that as a house rule. But in my game it didn't really make a big difference - unintelligent animals would just run away, intelligent foes would take other steps to counter it. It definitely did not have a floor. It never functioned as a super bunker in my games.</p><p></p><p></p><p></p><p>There are only a few spells that can be cast as rituals, fewer than you might expect. You could do a lot more spells as rituals in 3.x IIRC.</p><p></p><p></p><p></p><p>Not only are answers "...<em>usually brief, cryptic, or repetitive</em>", the corpse is also "...<em>under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. </em>"</p><p></p><p></p><p></p><p></p><p>Fair enough. But if you're teleporting to a city on a coast and make a bad roll I'm going to roll randomly which direction and how far out you are. Roll badly and I hope you can swim for a few hours. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f608.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":devilish:" title="Devil :devilish:" data-smilie="29"data-shortname=":devilish:" /></p><p></p><p>Then again, I think teleport is overrated. If the big bad is across the continent and the only way to get to them is via teleport, the only reason the big bad is across the continent instead of down the street is because the DM knows you can teleport there. At least that's been my experience. That and there are spells that can easily be made permanent that will stop teleportation. I just assume they're part of the cost of building a castle. Since the spells are permanent, even a lot of old ruins are still protected.</p><p></p><p></p><p></p><p>The effect of invisibility is really up to the DM. At a minimum it gives you advantage on stealth checks, it's up to the DM if there's any way you can be detected at all. For example in my game if someone is flying across a busy marketplace there's only going to be a very small chance they will be noticed. A bird flies into them, they go through some smoke, something.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9070343, member: 6801845"] That's why we paid or did a side quest for the local cleric to cast continual flame. The caster who does the spell can't leave the hut and can't cast spells that affect anything outside of it so that helps. There was an interview about this, the original intent of it was that you couldn't attack anything outside the hut from inside it so I added that as a house rule. But in my game it didn't really make a big difference - unintelligent animals would just run away, intelligent foes would take other steps to counter it. It definitely did not have a floor. It never functioned as a super bunker in my games. There are only a few spells that can be cast as rituals, fewer than you might expect. You could do a lot more spells as rituals in 3.x IIRC. Not only are answers "...[I]usually brief, cryptic, or repetitive[/I]", the corpse is also "...[I]under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. [/I]" Fair enough. But if you're teleporting to a city on a coast and make a bad roll I'm going to roll randomly which direction and how far out you are. Roll badly and I hope you can swim for a few hours. :devilish: Then again, I think teleport is overrated. If the big bad is across the continent and the only way to get to them is via teleport, the only reason the big bad is across the continent instead of down the street is because the DM knows you can teleport there. At least that's been my experience. That and there are spells that can easily be made permanent that will stop teleportation. I just assume they're part of the cost of building a castle. Since the spells are permanent, even a lot of old ruins are still protected. The effect of invisibility is really up to the DM. At a minimum it gives you advantage on stealth checks, it's up to the DM if there's any way you can be detected at all. For example in my game if someone is flying across a busy marketplace there's only going to be a very small chance they will be noticed. A bird flies into them, they go through some smoke, something. [/QUOTE]
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Lethality, AD&D, and 5e: Looking Back at the Deadliest Edition
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