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Mearls idea on modifiers in D&D
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<blockquote data-quote="Henry" data-source="post: 2975415" data-attributes="member: 158"><p>OK -- the bear's endurance overlapped rather than stacked with two of the players, but because they misunderstood that, they added more CON than they should have.</p><p></p><p>The wall of limbs means that I had to check entanglement on everybody who was in the area.</p><p></p><p>The vortex of teeth has a hole in it that I often forget about (even withit being drawn on the map, it looks like another spell effect, than an area where the vortex isn't working).</p><p></p><p>Wall of force means that fireballs and stuff don't affect things past the wall; it's not a problem, per se, but it's another to keep track of.</p><p></p><p>Fog cloud offers concealment and visibility to the mix, and many times the players or I forgot about miss chances in the fog.</p><p></p><p>Many times one or MORE of these effects were on top of one another, meaning someone in those areas had several extra checks to make.</p><p></p><p></p><p></p><p></p><p>Here's the question: How did you prep for the buffs? Were you the player, and knew what the party was going to cast? Were you the DM, and the party told you what they were going in with? How'd you prep for something where you don't know what the party's going to throw? Also, if your players are good with keeping up, this is great; on the other hand, if you're like us, and didn't realize what type of bonus a given spell gave, you're going to get it wrong, and possibly to an extent that the who combat feels kind of "cheated with."</p><p></p><p></p><p></p><p>I didn't say it was the magic system, smarty <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> it's the confusion in the spells themselves. I still think the naming is a good idea, as you said, but the more you limit them, the more players dislike it.</p></blockquote><p></p>
[QUOTE="Henry, post: 2975415, member: 158"] OK -- the bear's endurance overlapped rather than stacked with two of the players, but because they misunderstood that, they added more CON than they should have. The wall of limbs means that I had to check entanglement on everybody who was in the area. The vortex of teeth has a hole in it that I often forget about (even withit being drawn on the map, it looks like another spell effect, than an area where the vortex isn't working). Wall of force means that fireballs and stuff don't affect things past the wall; it's not a problem, per se, but it's another to keep track of. Fog cloud offers concealment and visibility to the mix, and many times the players or I forgot about miss chances in the fog. Many times one or MORE of these effects were on top of one another, meaning someone in those areas had several extra checks to make. Here's the question: How did you prep for the buffs? Were you the player, and knew what the party was going to cast? Were you the DM, and the party told you what they were going in with? How'd you prep for something where you don't know what the party's going to throw? Also, if your players are good with keeping up, this is great; on the other hand, if you're like us, and didn't realize what type of bonus a given spell gave, you're going to get it wrong, and possibly to an extent that the who combat feels kind of "cheated with." I didn't say it was the magic system, smarty :D it's the confusion in the spells themselves. I still think the naming is a good idea, as you said, but the more you limit them, the more players dislike it. [/QUOTE]
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