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Long Rests vs Short Rests
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<blockquote data-quote="Asisreo" data-source="post: 8268951" data-attributes="member: 7019027"><p>Again, I ask, is this versatility or convenience? Its also not as infallible as it seems in practice. It <em>feels</em> like the familiar should be able to fly into the area, fly out, report and if they get killed, its spell slot free so summon another one. But that's not how that works in reality. Sure, at low levels against regular bandits and thugs, a bird flying through is a little suspicious but nothing too distracting. However, at levels above 3, enemies will either start being suspicious of animals just buzzing around or they're going to kill it for food. That, or traps could kill it. </p><p></p><p>No problem, summon them again, right? Well, it takes 1 hour and 10 minutes to resummon it as a ritual, making the process much slower and tedious than delving inside carefully. I'm going to make a butt out of you and me and assume you have spare charcoal on you as well. If not, sorry but I doubt the camps or dungeons will have a nearby charcoal vendor. And if those dungeons and camps have scouts, like any actually good dungeon/camp would have, they may run into your party and sound an alarm anyways. </p><p></p><p></p><p>Water breathing is still kinda niche. Especially for a wizard who could have taken a spell like Haste. Because while the party can now Water Breathe, the DM would need to make an area where water breathing would actually be useful. </p><p>This is...not how traps work. And not at all risk-free for the party. What if pulling the lever activates a gas trap? What if it shuts the door behind and releases a lion? What if it shoots darts/arrows? Spinning saws? Rolling Spheres? Collapsing Ceiling? </p><p></p><p>Unseen Servant is safer than the party barbarian pulling the levers, but its still safer to just Perceive and Investigate the trap first. </p><p></p><p></p><p>This is <em>not</em> what comprehend language does. Its one-way understanding. You understand them, they don't understand you. </p><p>Its <em>convenient</em> if you need to take a full rest in enemy grounds, but you're not proceeding through the dungeon and enemies could easily sound alarms and either flee with whatever you were trying to get from the dungeon or just bolster defenses all at once. </p><p></p><p>Is this going to happen all the time? No. But it only takes once before it becomes a serious setback. </p><p>Not only is this not how augury works, it isn't on the wizard's spell list anyways. You get 1 guaranteed direction (not really, could be a nothing reading) and after 3, you're guaranteed a dud. </p><p>Wizards don't have Speak with Dead. If they did, unless its a very important corpse, there's nothing inherently important it can tell you that a living person can't. If its an important corpse, you'd need a good reason to be within 10ft of it. </p><p></p><p>The corpse also isn't compelled to be truthful or direct. </p><p>Ahhh, I see now. I generally don't consider Optional Rules since they absolutely have the ability to be overtuned in certain directions. Well, then. Everything else still kinda applies except for the "not on the list" callouts. </p><p></p><p>As for Enhance Ability, it isn't any roll, its any ability check and its really only advantage which isn't as good as just having either expertise OR being skilled with a high mod. The Rogue is much better off persuading with his +13 Persuasion than your +6 with Advantage. Its also just an ability check, its not some groundbreaking ability that changes the fundamentals of the game. </p><p>Hope they don't just randomly save or else they might think you were trying to charm them or magically harm them.</p><p>I'm not entirely sure you understand how risk works...but there is indeed risk associated. </p><p>Yeah, just like anyone else. Crafting exists for everyone, they just use a 4th level spell to do it faster (if not possibly cruder based off of the materials). </p><p></p><p>Again, this versatility seems more like convenience to me. Nothing really show-stopping about this spell selection. Anything the Wizard is doing...the party can do better.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8268951, member: 7019027"] Again, I ask, is this versatility or convenience? Its also not as infallible as it seems in practice. It [I]feels[/I] like the familiar should be able to fly into the area, fly out, report and if they get killed, its spell slot free so summon another one. But that's not how that works in reality. Sure, at low levels against regular bandits and thugs, a bird flying through is a little suspicious but nothing too distracting. However, at levels above 3, enemies will either start being suspicious of animals just buzzing around or they're going to kill it for food. That, or traps could kill it. No problem, summon them again, right? Well, it takes 1 hour and 10 minutes to resummon it as a ritual, making the process much slower and tedious than delving inside carefully. I'm going to make a butt out of you and me and assume you have spare charcoal on you as well. If not, sorry but I doubt the camps or dungeons will have a nearby charcoal vendor. And if those dungeons and camps have scouts, like any actually good dungeon/camp would have, they may run into your party and sound an alarm anyways. Water breathing is still kinda niche. Especially for a wizard who could have taken a spell like Haste. Because while the party can now Water Breathe, the DM would need to make an area where water breathing would actually be useful. This is...not how traps work. And not at all risk-free for the party. What if pulling the lever activates a gas trap? What if it shuts the door behind and releases a lion? What if it shoots darts/arrows? Spinning saws? Rolling Spheres? Collapsing Ceiling? Unseen Servant is safer than the party barbarian pulling the levers, but its still safer to just Perceive and Investigate the trap first. This is [I]not[/I] what comprehend language does. Its one-way understanding. You understand them, they don't understand you. Its [I]convenient[/I] if you need to take a full rest in enemy grounds, but you're not proceeding through the dungeon and enemies could easily sound alarms and either flee with whatever you were trying to get from the dungeon or just bolster defenses all at once. Is this going to happen all the time? No. But it only takes once before it becomes a serious setback. Not only is this not how augury works, it isn't on the wizard's spell list anyways. You get 1 guaranteed direction (not really, could be a nothing reading) and after 3, you're guaranteed a dud. Wizards don't have Speak with Dead. If they did, unless its a very important corpse, there's nothing inherently important it can tell you that a living person can't. If its an important corpse, you'd need a good reason to be within 10ft of it. The corpse also isn't compelled to be truthful or direct. Ahhh, I see now. I generally don't consider Optional Rules since they absolutely have the ability to be overtuned in certain directions. Well, then. Everything else still kinda applies except for the "not on the list" callouts. As for Enhance Ability, it isn't any roll, its any ability check and its really only advantage which isn't as good as just having either expertise OR being skilled with a high mod. The Rogue is much better off persuading with his +13 Persuasion than your +6 with Advantage. Its also just an ability check, its not some groundbreaking ability that changes the fundamentals of the game. Hope they don't just randomly save or else they might think you were trying to charm them or magically harm them. I'm not entirely sure you understand how risk works...but there is indeed risk associated. Yeah, just like anyone else. Crafting exists for everyone, they just use a 4th level spell to do it faster (if not possibly cruder based off of the materials). Again, this versatility seems more like convenience to me. Nothing really show-stopping about this spell selection. Anything the Wizard is doing...the party can do better. [/QUOTE]
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