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Stealthy Spellcasting in 5e
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<blockquote data-quote="Fanaelialae" data-source="post: 6544005" data-attributes="member: 53980"><p>The Force is pretty different from most D&D magic, aside from a subtle spell. I'd say it's much more similar to psionics (not counting 3rd edition psionics, which had manifestations IIRC). </p><p></p><p>The way I see it, casting a spell is somewhat equivalent to drawing a greatsword (only louder, if there are vocal components). If there's a chance that a PC could draw their greatsword unnoticed, there's a similar chance that they could cast a somatic-only spell unnoticed.</p><p></p><p>As such, under normal circumstances, there's no chance that the PCs can pull it off while 6 guardsmen have crossbows trained on them. That's under normal circumstances, of course, and here's where player creativity plays its role. If the players can think of a way to distract the guards so that they're no longer focused on the wizard / fighter-with-a-greatsword, now there is a chance, and that player can make an appropriate check. Perhaps the bard begins a loud and energetic performance to draw the guards' attention away from his companions. Assuming that the guards don't immediately shoot him, his companions now have a chance at succeeding with their not-so-stealthful stealth checks. </p><p></p><p>I understand the "Yes, but..." and "Yes, and..." approaches to DMing, and I think they bring a lot to the table. But I nonetheless believe that there are times that the PCs want to do something so outrageous that you just have to say No. Like trying to stealth-draw your greatsword (or cast a spell) while people are directly observing you.</p><p></p><p>I think there are benefits to saying No to things like this. If you let the Wizard (or Fighter) make their check, they pass/fail and you move on. On the other hand, if the rest of the party gets involved in distracting onlookers, suddenly you have the makings of an interesting scenario where everyone is involved. The wizard may be able to bend time and space to his will, but if he wants to do it without being noticed he needs the rest of the party to help him out. That gets them involved in the "using magic to solve the party's problems" scenes too. Which, IMO, is a good thing.</p><p></p><p>I'm not saying that this is the one true way or anything like that. Do what works for your group. Just something to consider.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6544005, member: 53980"] The Force is pretty different from most D&D magic, aside from a subtle spell. I'd say it's much more similar to psionics (not counting 3rd edition psionics, which had manifestations IIRC). The way I see it, casting a spell is somewhat equivalent to drawing a greatsword (only louder, if there are vocal components). If there's a chance that a PC could draw their greatsword unnoticed, there's a similar chance that they could cast a somatic-only spell unnoticed. As such, under normal circumstances, there's no chance that the PCs can pull it off while 6 guardsmen have crossbows trained on them. That's under normal circumstances, of course, and here's where player creativity plays its role. If the players can think of a way to distract the guards so that they're no longer focused on the wizard / fighter-with-a-greatsword, now there is a chance, and that player can make an appropriate check. Perhaps the bard begins a loud and energetic performance to draw the guards' attention away from his companions. Assuming that the guards don't immediately shoot him, his companions now have a chance at succeeding with their not-so-stealthful stealth checks. I understand the "Yes, but..." and "Yes, and..." approaches to DMing, and I think they bring a lot to the table. But I nonetheless believe that there are times that the PCs want to do something so outrageous that you just have to say No. Like trying to stealth-draw your greatsword (or cast a spell) while people are directly observing you. I think there are benefits to saying No to things like this. If you let the Wizard (or Fighter) make their check, they pass/fail and you move on. On the other hand, if the rest of the party gets involved in distracting onlookers, suddenly you have the makings of an interesting scenario where everyone is involved. The wizard may be able to bend time and space to his will, but if he wants to do it without being noticed he needs the rest of the party to help him out. That gets them involved in the "using magic to solve the party's problems" scenes too. Which, IMO, is a good thing. I'm not saying that this is the one true way or anything like that. Do what works for your group. Just something to consider. [/QUOTE]
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