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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
New 3PP Release: Manual of Adventurous Resources: Battlemages!
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<blockquote data-quote="JerichoPenumbra" data-source="post: 8885317" data-attributes="member: 7037007"><p>I see your point, though I don't quite agree completely. Yes, it would suck to attempt do something only to have it fizzle out, however chunk of groups I've played with would still consider the above examples technically net positives since you're forcing the enemy to expend more resources to accomplish what they want. Ideally of course you prevent them from doing it, but if you can't stop them then make it more difficult. Though I will point out that those theoreticals aren't necessarily bad when they happen every now and again, but it they're happening all the time, it sounds more like an issue with encounter design/ Player(s) vs. GM. And that fact that <em>counterspells </em>can still potentially fail, just like how <em>shield </em>may not always protect you either.</p><p></p><p>But to restate things: rules as written it is entirely possible to in effect cast 3 spells in a round. A cantrip as an action and a bonus action spell (in either order) during your turn, and potentially a reaction spell between the top and bottom of the round, during a point in time that is not your turn. </p><p></p><p>I've interpreted casting multiple spells in a round as being more limited by the total actions you have to take, and usually we can at most have 3 in bas. For example, with core Level Up it's possible to make an anti-mage battlemage that can <em>Counterspell </em>potentially 4 times in a round, 5 (in technical scope) if they have help from a buddy to set up. High Martial 8 to get Heightened Reflexes from Mirror's Glint and then a Caster that gets <em>counterspell </em>the rest of the way. When the build first really comes on at 13th level they'll only be able to toss two counters in a given combat (and for the day unless they're a warlock), but their capability to say "Hell no" to magic increases as their level goes up. The extra potential from a buddy is by being subjected to the Back to Back maneuver from Sanguine Knot and using the extra martial reaction for a Tempered Iron reaction like Defy Magic or Break Spell. The material in MoAR Vol 4 just makes this possible to do single classed and provides an alternative reaction maneuver through Dissipating Counter.</p><p></p><p>Also as a sidenote for you Timespike if you weren't aware: page 19 the formatting for the Stranger than Fiction side table and the paragraphs for lantern Shield seems to have spazzed out.</p></blockquote><p></p>
[QUOTE="JerichoPenumbra, post: 8885317, member: 7037007"] I see your point, though I don't quite agree completely. Yes, it would suck to attempt do something only to have it fizzle out, however chunk of groups I've played with would still consider the above examples technically net positives since you're forcing the enemy to expend more resources to accomplish what they want. Ideally of course you prevent them from doing it, but if you can't stop them then make it more difficult. Though I will point out that those theoreticals aren't necessarily bad when they happen every now and again, but it they're happening all the time, it sounds more like an issue with encounter design/ Player(s) vs. GM. And that fact that [I]counterspells [/I]can still potentially fail, just like how [I]shield [/I]may not always protect you either. But to restate things: rules as written it is entirely possible to in effect cast 3 spells in a round. A cantrip as an action and a bonus action spell (in either order) during your turn, and potentially a reaction spell between the top and bottom of the round, during a point in time that is not your turn. I've interpreted casting multiple spells in a round as being more limited by the total actions you have to take, and usually we can at most have 3 in bas. For example, with core Level Up it's possible to make an anti-mage battlemage that can [I]Counterspell [/I]potentially 4 times in a round, 5 (in technical scope) if they have help from a buddy to set up. High Martial 8 to get Heightened Reflexes from Mirror's Glint and then a Caster that gets [I]counterspell [/I]the rest of the way. When the build first really comes on at 13th level they'll only be able to toss two counters in a given combat (and for the day unless they're a warlock), but their capability to say "Hell no" to magic increases as their level goes up. The extra potential from a buddy is by being subjected to the Back to Back maneuver from Sanguine Knot and using the extra martial reaction for a Tempered Iron reaction like Defy Magic or Break Spell. The material in MoAR Vol 4 just makes this possible to do single classed and provides an alternative reaction maneuver through Dissipating Counter. Also as a sidenote for you Timespike if you weren't aware: page 19 the formatting for the Stranger than Fiction side table and the paragraphs for lantern Shield seems to have spazzed out. [/QUOTE]
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