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Revised Counterspelling
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<blockquote data-quote="Kerrick" data-source="post: 5057237" data-attributes="member: 4722"><p>Okay.</p><p></p><p></p><p>Ah.</p><p></p><p>Just an aside: It doesn't state in the PHB what check is required either (at least, not in the Counterspell section). I forgot that I'd copied that text directly from the SRD. It says somewhere that counterspelling is an opposed caster level check, but the designers failed to note it in the place where it mattered most - the Counterspell entry. Nice job, guys. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /> Anyway, I added it into mine for clarity's sake.</p><p></p><p></p><p>Nah. Stat mod works for DCs, but I don't think it would make the spell harder to counter - you're applying raw magical energy against raw magical energy. Spell level is important - different level spells have different levels of energy - but stat mod is little more than a fine-tune thing. I dropped stat mod from saves entirely; I use 10 + CL + SL, and stat mod doesn't do anything but grant bonus spells.</p><p></p><p></p><p>What's the DC now? 15 + spell level? That's standard for Spellcraft checks. Sure, it's negligible at L10, but it's a good deal more difficult at L3. Unless you can figure out a way to make it scale with level (which is really a pointless exercise, all things considered), I'd just leave it as is. </p><p></p><p>Honestly, I'm not sure that the bonus for IDing the spell is necessary. Let's say you want to counterspell someone, but you fail the check. Under the existing rules, you're done - if you don't know the spell, you can't counter it. Under the revised rules, you can still attempt the counter, but since you have no idea what he's casting, you have to guess - unless you happen to have a dispel handy, you're likely going to toss off the highest-level spell you have in the hopes that it's good enough and/or that it's of the right school (and maybe, if you're <em>really</em> lucky, it's an opposed spell). </p><p></p><p></p><p>This is probably getting a little off-topic, but I've been looking for a way to make readied actions not suck as much. My idea (based on yours): You can ready an action; each round you keep it readied, it takes up one AoO "slot" (meaning you can't use that AoO for the round). If you use the readied action, you lose that action on your next turn. For example, if you use a readied action to cast a spell, you lose your standard action on the next round. This way, it still has a cost (the AoO), but you can still act and you're not wasting time sitting around twiddling your thumbs if nothing happens to trigger it. If it <em>does</em> happen, though, there's still a cost for using the action.</p><p></p><p>Another idea: Make a feat that lets you counter as an AoO - it would require 10-15 ranks in Spellcraft (CL 10th or so) and Quicken Spell. I know there's one called Reactive Counterspell, but I don't know what it does.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 5057237, member: 4722"] Okay. Ah. Just an aside: It doesn't state in the PHB what check is required either (at least, not in the Counterspell section). I forgot that I'd copied that text directly from the SRD. It says somewhere that counterspelling is an opposed caster level check, but the designers failed to note it in the place where it mattered most - the Counterspell entry. Nice job, guys. :hmm: Anyway, I added it into mine for clarity's sake. Nah. Stat mod works for DCs, but I don't think it would make the spell harder to counter - you're applying raw magical energy against raw magical energy. Spell level is important - different level spells have different levels of energy - but stat mod is little more than a fine-tune thing. I dropped stat mod from saves entirely; I use 10 + CL + SL, and stat mod doesn't do anything but grant bonus spells. What's the DC now? 15 + spell level? That's standard for Spellcraft checks. Sure, it's negligible at L10, but it's a good deal more difficult at L3. Unless you can figure out a way to make it scale with level (which is really a pointless exercise, all things considered), I'd just leave it as is. Honestly, I'm not sure that the bonus for IDing the spell is necessary. Let's say you want to counterspell someone, but you fail the check. Under the existing rules, you're done - if you don't know the spell, you can't counter it. Under the revised rules, you can still attempt the counter, but since you have no idea what he's casting, you have to guess - unless you happen to have a dispel handy, you're likely going to toss off the highest-level spell you have in the hopes that it's good enough and/or that it's of the right school (and maybe, if you're [i]really[/i] lucky, it's an opposed spell). This is probably getting a little off-topic, but I've been looking for a way to make readied actions not suck as much. My idea (based on yours): You can ready an action; each round you keep it readied, it takes up one AoO "slot" (meaning you can't use that AoO for the round). If you use the readied action, you lose that action on your next turn. For example, if you use a readied action to cast a spell, you lose your standard action on the next round. This way, it still has a cost (the AoO), but you can still act and you're not wasting time sitting around twiddling your thumbs if nothing happens to trigger it. If it [i]does[/i] happen, though, there's still a cost for using the action. Another idea: Make a feat that lets you counter as an AoO - it would require 10-15 ranks in Spellcraft (CL 10th or so) and Quicken Spell. I know there's one called Reactive Counterspell, but I don't know what it does. [/QUOTE]
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