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Survivor Worst Spells: FIND TRAPS IS THE WORST!
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<blockquote data-quote="Iry" data-source="post: 7175221" data-attributes="member: 6777378"><p>I think your premise is critically flawed.</p><p></p><p>One of the best things about fantasy elements being present in the game is that it dramatically widens the number of things that 'make sense in the game world' because you can come up with fantasy explanations for why they exist. It's a Venn Diagram with massive overlap for any DM with a solid imagination. So most traps <em>will also make sense in the game world</em>.</p><p></p><p>The lethality of any given trap is also determined by the DM. So there is nothing like 50% create traps as I suggest, and another 50% create them based on something else. Just everyone creating traps of arbitrary lethality, which also make sense within their game world, based upon the desires of the DM making the trap. Unless they are running a module or something where the traps were prepared by someone else, of course.</p><p></p><p>And Find Traps has such a huge number of failure points that the spell is far more likely to NOT save the party in any niche (10% or otherwise). There is almost always going to be a different spell that would have given you better odds than Find Traps.</p><p></p><p>If your DM is not going to let you get away with casting True Strike, which has only S components, then he's definitely not going to let you get away with casting a spell like Fear. And readying a spell like Fear is a huge gamble! Any conversation is extremely likely to go on longer than one round, and True Strike allows you to keep casting it repeatedly so you have the benefit the moment combat actually starts. Meanwhile, if you ready yourself to cast Fear (or another similar spell) there is an extremely high chance you will lose that spell before combat starts, wasting precious resources, unless you are absolutely going to start combat the next round before you lose the spell.</p></blockquote><p></p>
[QUOTE="Iry, post: 7175221, member: 6777378"] I think your premise is critically flawed. One of the best things about fantasy elements being present in the game is that it dramatically widens the number of things that 'make sense in the game world' because you can come up with fantasy explanations for why they exist. It's a Venn Diagram with massive overlap for any DM with a solid imagination. So most traps [I]will also make sense in the game world[/I]. The lethality of any given trap is also determined by the DM. So there is nothing like 50% create traps as I suggest, and another 50% create them based on something else. Just everyone creating traps of arbitrary lethality, which also make sense within their game world, based upon the desires of the DM making the trap. Unless they are running a module or something where the traps were prepared by someone else, of course. And Find Traps has such a huge number of failure points that the spell is far more likely to NOT save the party in any niche (10% or otherwise). There is almost always going to be a different spell that would have given you better odds than Find Traps. If your DM is not going to let you get away with casting True Strike, which has only S components, then he's definitely not going to let you get away with casting a spell like Fear. And readying a spell like Fear is a huge gamble! Any conversation is extremely likely to go on longer than one round, and True Strike allows you to keep casting it repeatedly so you have the benefit the moment combat actually starts. Meanwhile, if you ready yourself to cast Fear (or another similar spell) there is an extremely high chance you will lose that spell before combat starts, wasting precious resources, unless you are absolutely going to start combat the next round before you lose the spell. [/QUOTE]
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