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Mike Mearls says control spells are ruining 5th Edition
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<blockquote data-quote="pemerton" data-source="post: 9810017" data-attributes="member: 42582"><p>In the sealing of the Abyss, movement by the characters was being measured on the grid, in accordance with the movement rules. But the expansion of the zone by way of the Arcana check and use of the Stretch Spell ability was not being tracked on the grid - this was a layer-wide effect.</p><p></p><p>In terms of how it fits into the rules, here are the relevant passages from the rulebooks:</p><p></p><p style="margin-left: 20px">From DMG pp 42, 72, 74:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Actions the Rules Don’t Cover</strong></p> <p style="margin-left: 20px">Your presence as the Dungeon Master is what makes D&D such a great game. You make it possible for the players to try anything they can imagine. That means it’s your job to resolve unusual actions when the players try them.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Use the “DM’s Best Friend”:</em> This simple guideline helps you adjudicate any unusual situation: An especially favorable circumstance gives a +2 bonus to a check or an attack roll (or it gives combat advantage). A particularly unfavorable circumstance gives a –2 penalty.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"><em>Cast the Action as a Check:</em> If a character tries an action that might fail, use a check to resolve it. To do that, you need to know what kind of check it is and what the DC is. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The difference between a combat challenge and a skill challenge isn’t the presence or absence of physical risk, nor the presence or absence of attack rolls and damage rolls and power use. The difference is in how the encounter treats PC actions. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">It’s also a good idea to think about other options the characters might exercise and how these might influence the course of the challenge. Characters might have access to utility powers or rituals that can help them. These might allow special uses of skills, perhaps with a bonus.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">From PHB p 259:</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">In a skill challenge, your goal is to accumulate a certain number of successful skill checks before rolling too many failures. Powers you use might give you bonuses on your checks, make some checks unnecessary, or otherwise help you through the challenge. . . .</p> <p style="margin-left: 20px">Chapter 5 describes the sorts of things you can attempt with your skills in a skill challenge. . . . You might also use combat powers</p> <p style="margin-left: 20px">and ability checks.</p><p></p><p>You can see from the example how we interpreted and applied these rules at the table: for instance, in this climactic moment for the Drow, who from the beginning of play has had the goal of liberating the Drow from Lolth's rule, big sacrifices - like permanently expending powers, so that they are not recovered on a rest - can generate big effects.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9810017, member: 42582"] In the sealing of the Abyss, movement by the characters was being measured on the grid, in accordance with the movement rules. But the expansion of the zone by way of the Arcana check and use of the Stretch Spell ability was not being tracked on the grid - this was a layer-wide effect. In terms of how it fits into the rules, here are the relevant passages from the rulebooks: [indent]From DMG pp 42, 72, 74: [B]Actions the Rules Don’t Cover[/B] Your presence as the Dungeon Master is what makes D&D such a great game. You make it possible for the players to try anything they can imagine. That means it’s your job to resolve unusual actions when the players try them. [I]Use the “DM’s Best Friend”:[/I] This simple guideline helps you adjudicate any unusual situation: An especially favorable circumstance gives a +2 bonus to a check or an attack roll (or it gives combat advantage). A particularly unfavorable circumstance gives a –2 penalty. [I]Cast the Action as a Check:[/I] If a character tries an action that might fail, use a check to resolve it. To do that, you need to know what kind of check it is and what the DC is. . . . The difference between a combat challenge and a skill challenge isn’t the presence or absence of physical risk, nor the presence or absence of attack rolls and damage rolls and power use. The difference is in how the encounter treats PC actions. . . . It’s also a good idea to think about other options the characters might exercise and how these might influence the course of the challenge. Characters might have access to utility powers or rituals that can help them. These might allow special uses of skills, perhaps with a bonus. From PHB p 259: In a skill challenge, your goal is to accumulate a certain number of successful skill checks before rolling too many failures. Powers you use might give you bonuses on your checks, make some checks unnecessary, or otherwise help you through the challenge. . . . Chapter 5 describes the sorts of things you can attempt with your skills in a skill challenge. . . . You might also use combat powers and ability checks.[/indent] You can see from the example how we interpreted and applied these rules at the table: for instance, in this climactic moment for the Drow, who from the beginning of play has had the goal of liberating the Drow from Lolth's rule, big sacrifices - like permanently expending powers, so that they are not recovered on a rest - can generate big effects. [/QUOTE]
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