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Survivor Worst Spells: FIND TRAPS IS THE WORST!
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<blockquote data-quote="Argyle King" data-source="post: 7167805" data-attributes="member: 58416"><p>Bard firing an arrow and hitting Smaug is the easiest example I can think of to illustrate how True Strike could be used.</p><p></p><p>"Hey, I want to make sure I hit with this uber-arrow against the BBEG. I'd also like to roll twice and double my chances at getting a crit." Now that I think about it more, I can see True Strike being okay for a ranged attacker who has enough distance to burn an action and who wants to make sure they have advantage on an attack.</p><p></p><p>I can also think of times when you might be under a magical effect or some other condition which is giving disadvantage. While not the best solution, casting True Strike could cancel that out for a turn and even the odds. </p><p></p><p>There are a lot of instances when True Strike is not a great use of your action. However, remember that it's a cantrip and does not use slots or resources. It's also worth mentioning that it does not have a verbal component, so it can be done quietly and/or in an area of magical silence. In either case, the fact is that the spell does what it says that it does: it makes hitting something easier.</p><p></p><p>In contrast, Find Traps uses a 2nd level slot, has both verbal and somatic components, and only works once within 120 feet. Even when it does work, it may not actually tell you anything. If something is not within your line of sight, the spell does nothing. If something is beyond 120 feet, the spell does nothing. Even when the spell does work, it may not tell you anything meaningful. "This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense." So, assuming success, what you learn is that there is a trap somewhere within 120 feet of you, and you're given a general idea of what kind of danger the trap poses, but you're not told any information about where it is. With that in mind, in a room with multiple traps, the spell is potentially more confusing than helpful because you're given multiple indications that a trap is somewhere near you, but you're not given any indication of where. I can possibly see the appeal if the entire party is terrible at perception, but, even then, the trap tells you only that a trap is somewhere nearby, and you're still going to need to figure out where it is if you want to avoid it.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 7167805, member: 58416"] Bard firing an arrow and hitting Smaug is the easiest example I can think of to illustrate how True Strike could be used. "Hey, I want to make sure I hit with this uber-arrow against the BBEG. I'd also like to roll twice and double my chances at getting a crit." Now that I think about it more, I can see True Strike being okay for a ranged attacker who has enough distance to burn an action and who wants to make sure they have advantage on an attack. I can also think of times when you might be under a magical effect or some other condition which is giving disadvantage. While not the best solution, casting True Strike could cancel that out for a turn and even the odds. There are a lot of instances when True Strike is not a great use of your action. However, remember that it's a cantrip and does not use slots or resources. It's also worth mentioning that it does not have a verbal component, so it can be done quietly and/or in an area of magical silence. In either case, the fact is that the spell does what it says that it does: it makes hitting something easier. In contrast, Find Traps uses a 2nd level slot, has both verbal and somatic components, and only works once within 120 feet. Even when it does work, it may not actually tell you anything. If something is not within your line of sight, the spell does nothing. If something is beyond 120 feet, the spell does nothing. Even when the spell does work, it may not tell you anything meaningful. "This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense." So, assuming success, what you learn is that there is a trap somewhere within 120 feet of you, and you're given a general idea of what kind of danger the trap poses, but you're not told any information about where it is. With that in mind, in a room with multiple traps, the spell is potentially more confusing than helpful because you're given multiple indications that a trap is somewhere near you, but you're not given any indication of where. I can possibly see the appeal if the entire party is terrible at perception, but, even then, the trap tells you only that a trap is somewhere nearby, and you're still going to need to figure out where it is if you want to avoid it. [/QUOTE]
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