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<blockquote data-quote="Greenstone.Walker" data-source="post: 6692791" data-attributes="member: 6788312"><p>Not meaning to be rude, but they are doing something wrong. In D&D, there are no penalties for fighting while wounded. A monster with 1 HP hits just has hard and just as often as when it had 100 HP. Unless your spellcaster can kill a foe with one spell, locking it down is better.</p><p></p><p>Using fireball to take half the HP away from six targets means there are six attacks incoming. Using poison cloud on the same six targets, with half of them failing their save, now means there are three attacks incoming.</p><p></p><p>Using magic missile to kill one archer in a group of eight means there are now seven arrows incoming. Using fog cloud between the archers and you means there are now zero arrows incoming, giving you breathing space to deal with the melee combatants and then set up an ambush for the archers as they come through the cloud. </p><p></p><p>For example, in a game I GM'd earlier this week, I locked down three quarters of the party with two spells - grease and darkness. The enemy spellcaster hid behind an illusory wall of stone, making him untargetable. The only thing that swayed the battle in favour of the PCs was their use of another spell - silence. All the melee characters could do was make attacks at spiders in the darkness (at disadvantage!) and make DEX saves to stay standing.</p><p></p><p>The battle could have gone much, much worse if the spellcaster was a warlock instead of a wizard. Warlocks can see through their own magical darkness.</p><p></p><p>For example, in a level 10 game I was in three weeks ago, one of the monsters let off all the fireballs on a necklace of fireballs. Two fireballs went off, getting everyone in the party save my character. We went "huh" and continued fighting. Essentially, the monsters action was wasted. The amount of damage didn't make us any less effective in the battle at all.</p></blockquote><p></p>
[QUOTE="Greenstone.Walker, post: 6692791, member: 6788312"] Not meaning to be rude, but they are doing something wrong. In D&D, there are no penalties for fighting while wounded. A monster with 1 HP hits just has hard and just as often as when it had 100 HP. Unless your spellcaster can kill a foe with one spell, locking it down is better. Using fireball to take half the HP away from six targets means there are six attacks incoming. Using poison cloud on the same six targets, with half of them failing their save, now means there are three attacks incoming. Using magic missile to kill one archer in a group of eight means there are now seven arrows incoming. Using fog cloud between the archers and you means there are now zero arrows incoming, giving you breathing space to deal with the melee combatants and then set up an ambush for the archers as they come through the cloud. For example, in a game I GM'd earlier this week, I locked down three quarters of the party with two spells - grease and darkness. The enemy spellcaster hid behind an illusory wall of stone, making him untargetable. The only thing that swayed the battle in favour of the PCs was their use of another spell - silence. All the melee characters could do was make attacks at spiders in the darkness (at disadvantage!) and make DEX saves to stay standing. The battle could have gone much, much worse if the spellcaster was a warlock instead of a wizard. Warlocks can see through their own magical darkness. For example, in a level 10 game I was in three weeks ago, one of the monsters let off all the fireballs on a necklace of fireballs. Two fireballs went off, getting everyone in the party save my character. We went "huh" and continued fighting. Essentially, the monsters action was wasted. The amount of damage didn't make us any less effective in the battle at all. [/QUOTE]
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