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Spells that could be improved / better designed
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<blockquote data-quote="ThePolarBear" data-source="post: 6908229" data-attributes="member: 6857451"><p>I missed my previous occasion to agree with... i think Corwin. Find Traps states that you know the "general nature of the danger" of a trap. "Deadly" is no nature. "Death by mechanical stabbing" is. As is "Severe injuries via magical fire", " suffucation via lack of air, mechanically activated" or "Crushing and maiming via creatures" (Yes! Ambushes are/could be traps for the spell!). This information might very well lead you to discover traps and their trigger without even rolling for trap detection. Something that pops up as "Major injuries and possible death via stabbing and falls" is very likely to be a spiked pit. Unless magic is involved (and it was not noted in the nature of the spell) it's very very difficult for those pits to be on the walls. And yeah, the spell does tell you at least how many different kinds of traps there are. With the wording of "the nature bla bla" part of the spell, it's also implied that you know the danger of A trap you sense. You sense ANY.Therefore, you have to know many there are, since you know the general nature of the danger of each. No escape (unless you want to argue that "a" means a single one of the area... really?). And the casting time is one action, not "what the master deems to be an acceptable amount of time needed to find traps the mundane way". Still not as good as the "right" way, but with a very nice complement of pluses on its side.</p><p></p><p>Also, just 2 cents... the thread title is "<strong>Spells that could be improved / better designed"</strong></p><p></p><p>and the OP states</p><p></p><p>"Before the Great Crash, we had an interesting thread going on the weaker spells in 5e and how they could be improved. By weaker, I mean spells that are really a poor choice in all but the most niche of situations and don't really deliver on what is promised. [snip] So, what spells do think need a little improvement, or clean up in design?"</p><p></p><p>Nowhere it's the thread stated to be about, or the opening poster agreeing to:</p><p></p><p></p><p>By the OP standards, i could be talking about how Animate Objects is unbalanced with itself (and not in a BAD way, sheep's OP imho) or how the wording in Invisibility, if cast on... pretty much half of the monster manual denizens could very well create invisible deadly threats that could do area effect damage, mind control or ... well... pretty much destroy everything WHILE staying invisible. And still be in topic.</p><p></p><p>Guess i just did <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="ThePolarBear, post: 6908229, member: 6857451"] I missed my previous occasion to agree with... i think Corwin. Find Traps states that you know the "general nature of the danger" of a trap. "Deadly" is no nature. "Death by mechanical stabbing" is. As is "Severe injuries via magical fire", " suffucation via lack of air, mechanically activated" or "Crushing and maiming via creatures" (Yes! Ambushes are/could be traps for the spell!). This information might very well lead you to discover traps and their trigger without even rolling for trap detection. Something that pops up as "Major injuries and possible death via stabbing and falls" is very likely to be a spiked pit. Unless magic is involved (and it was not noted in the nature of the spell) it's very very difficult for those pits to be on the walls. And yeah, the spell does tell you at least how many different kinds of traps there are. With the wording of "the nature bla bla" part of the spell, it's also implied that you know the danger of A trap you sense. You sense ANY.Therefore, you have to know many there are, since you know the general nature of the danger of each. No escape (unless you want to argue that "a" means a single one of the area... really?). And the casting time is one action, not "what the master deems to be an acceptable amount of time needed to find traps the mundane way". Still not as good as the "right" way, but with a very nice complement of pluses on its side. Also, just 2 cents... the thread title is "[B]Spells that could be improved / better designed"[/B] and the OP states "Before the Great Crash, we had an interesting thread going on the weaker spells in 5e and how they could be improved. By weaker, I mean spells that are really a poor choice in all but the most niche of situations and don't really deliver on what is promised. [snip] So, what spells do think need a little improvement, or clean up in design?" Nowhere it's the thread stated to be about, or the opening poster agreeing to: By the OP standards, i could be talking about how Animate Objects is unbalanced with itself (and not in a BAD way, sheep's OP imho) or how the wording in Invisibility, if cast on... pretty much half of the monster manual denizens could very well create invisible deadly threats that could do area effect damage, mind control or ... well... pretty much destroy everything WHILE staying invisible. And still be in topic. Guess i just did ;) [/QUOTE]
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