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No Longer an Interest Check - 5E Rise of Tiamat + Corebooks PBP - OOC
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<blockquote data-quote="tglassy" data-source="post: 7931575" data-attributes="member: 6855204"><p>He's not wrong. Any wizard of 6th level would have access to that spell as a matter of course. </p><p></p><p>I also worry about you saying you don't approve of tactical complexities in spells because you think being able to create difficult terrain will somehow outshine the uses of the other spells. If that's the case, you may be upset at how I play. I often take utility spells more often than damaging ones, and I like to control a battlefield, rather than just deal damage. Minor Illusion is my favorite cantrip, though I don't have it with this character, because it has near infinite versatility. Major Image is even better. I've ended whole fights before they started with that one. </p><p></p><p>The spells in the Player's Handbook have plenty of tactical uses that can get them out of a CR challenge. Hell, I've used a lvl 4 Dragonblood sorcerer, with only Player Handbook spells and feats, to effectively grapple a Shadow Dragon and hold him down so the party could defeat him. The Dragon couldn't get out, and had already wasted its breath, and I held him down in the sunlight. Enlarge made me big enough to do it and gave me advantage on the grapple check, and a 20 in Strength from rolling high and an ASI (when most Sorcerers dump strength) gave me enough skill to keep the dragon from being able to break the grapple. It kept wasting its turn trying to break the grapple or hit me, and since it was prone, it had disadvantage against me. My party wailed on it from a distance, and boom, no more shadow dragon. This same Sorcerer, at lvl 6, beat a Planetar ON HIS OWN, using a similar strategy by grappling the Planetar and holding it in an environmental hazard until it died. Again, it kept trying to break the grapple and couldn't.</p><p></p><p>I had a Rogue who literally talked a Chain Devil into joining the group and they used it to fight the Pit Demon that attacked them later. </p><p></p><p>With a Warlock, I can get Devil's Sight to see through Magical Darkness, then plop a Darkness spell on to the enemy so I can see them but they can't see me, then go to town.</p><p></p><p>With a Wizard, I can do so many crazy shenanigans with the Magic Mouth spell that I could ruin the economy of pretty much any city selling what amounts to an alarm system for the entire city, given enough gold and time to do it, and that's only a lvl 2 spell. It is literally possible to use the Magic Mouth spell to create a telephone. It's complicated, but it works. </p><p></p><p>By the time we're lvl 6, we should be past the "We need to find a safe place to rest" part of the game. By lvl 5, spell casters get access to a bunch of great powers, even without the extra books. Keth has Conjure Animal, and can conjure two Dire wolves, or 8 normal wolves, with a single 3rd level spell. Not to mention the fact that he can BECOME a Dire Wolf at lvl 2, and a Sabertooth Tiger at the current level. Two more levels and he can fly whenever he wants, though the Wizard has been able to do that since lvl 5. </p><p></p><p>Having a Leomund's Tiny Hut isn't going to solve every problem for us. Even if we use it in the middle of a battle, that just gives the bad guys the ability to surround us and wait out the spell. I had a party try that on me once. They woke up to a Dracolich looking down on them with an army of undead surrounding them. </p><p></p><p>And if we're running an adventure made for those who are lvl 6 or above, then it will be prepared for these spells and abilities. Nerfing them will only make the CR larger than it should be.</p></blockquote><p></p>
[QUOTE="tglassy, post: 7931575, member: 6855204"] He's not wrong. Any wizard of 6th level would have access to that spell as a matter of course. I also worry about you saying you don't approve of tactical complexities in spells because you think being able to create difficult terrain will somehow outshine the uses of the other spells. If that's the case, you may be upset at how I play. I often take utility spells more often than damaging ones, and I like to control a battlefield, rather than just deal damage. Minor Illusion is my favorite cantrip, though I don't have it with this character, because it has near infinite versatility. Major Image is even better. I've ended whole fights before they started with that one. The spells in the Player's Handbook have plenty of tactical uses that can get them out of a CR challenge. Hell, I've used a lvl 4 Dragonblood sorcerer, with only Player Handbook spells and feats, to effectively grapple a Shadow Dragon and hold him down so the party could defeat him. The Dragon couldn't get out, and had already wasted its breath, and I held him down in the sunlight. Enlarge made me big enough to do it and gave me advantage on the grapple check, and a 20 in Strength from rolling high and an ASI (when most Sorcerers dump strength) gave me enough skill to keep the dragon from being able to break the grapple. It kept wasting its turn trying to break the grapple or hit me, and since it was prone, it had disadvantage against me. My party wailed on it from a distance, and boom, no more shadow dragon. This same Sorcerer, at lvl 6, beat a Planetar ON HIS OWN, using a similar strategy by grappling the Planetar and holding it in an environmental hazard until it died. Again, it kept trying to break the grapple and couldn't. I had a Rogue who literally talked a Chain Devil into joining the group and they used it to fight the Pit Demon that attacked them later. With a Warlock, I can get Devil's Sight to see through Magical Darkness, then plop a Darkness spell on to the enemy so I can see them but they can't see me, then go to town. With a Wizard, I can do so many crazy shenanigans with the Magic Mouth spell that I could ruin the economy of pretty much any city selling what amounts to an alarm system for the entire city, given enough gold and time to do it, and that's only a lvl 2 spell. It is literally possible to use the Magic Mouth spell to create a telephone. It's complicated, but it works. By the time we're lvl 6, we should be past the "We need to find a safe place to rest" part of the game. By lvl 5, spell casters get access to a bunch of great powers, even without the extra books. Keth has Conjure Animal, and can conjure two Dire wolves, or 8 normal wolves, with a single 3rd level spell. Not to mention the fact that he can BECOME a Dire Wolf at lvl 2, and a Sabertooth Tiger at the current level. Two more levels and he can fly whenever he wants, though the Wizard has been able to do that since lvl 5. Having a Leomund's Tiny Hut isn't going to solve every problem for us. Even if we use it in the middle of a battle, that just gives the bad guys the ability to surround us and wait out the spell. I had a party try that on me once. They woke up to a Dracolich looking down on them with an army of undead surrounding them. And if we're running an adventure made for those who are lvl 6 or above, then it will be prepared for these spells and abilities. Nerfing them will only make the CR larger than it should be. [/QUOTE]
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