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Tasha's Hideous Laughter vs Otto's Irresistible Dance
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<blockquote data-quote="jgsugden" data-source="post: 8109494" data-attributes="member: 2629"><p>Let's run this through. </p><p></p><p>There are a decent number of undead, constructs, beasts and monstrosities that are immune to Tasha's due to their intelligence. Assuming the target is not one of them, an 11th level wizard with a DC17 for their spells is going to find at least 20% of their targets ignore Tasha's and shrug it off with no impact. If those creatures have a positive Wisdom save, that percentage grows.</p><p></p><p>Let's say that there are two enemies, one has had Tasha's cast on it (and faile the save) and the other has had Otto's cast on it.</p><p></p><p>If the Tasha's foe is attacked, there is another save with advantage. Also the creature gets to save at the end of each of its turns. While the creature can only talk and crawl, essentially, until the save is made, this is a delaying tactic. Note that a savy monster may be able to crawl off of something or into something to take damage to get a save with advantage.</p><p></p><p>A well organized party can likely gang tackle the foe if they fail the save throughout the duration of the combat and are the last foe standing, but that may require a lot of failed saves - and probability tells us they'll likely make that save before the end of a 4 or 5 round combat. All in all, you have to be coordinated and avoid damaging the foe. The target is prone, so adjacent enemies (the PCs) get advantage and ranged enemies get disadvantage on attacks on it.</p><p></p><p>The Otto's target gets no initial save. That means that 100% of targets, despite legendary resistances or other defenses, will be impacted. Further, they'll lose at least 1 action to try to make a save. They can still attack (although at disadvantage) or take other actions, but they can't move, until they save. They have disadvantage on dexterity saves, and attacks on them have advantage. This encourages allies to tear into it right away to make use of that disadvantage on dexterity saves, or advantage on attack rolls. The monster will not be able to move, at all, until it makes a save, and will have to use an action to make a save. It can still use bonus actions and reactions, so it is not entirely trapped until it makes the save.</p><p></p><p>If you think through the situations, they have very different use cases.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8109494, member: 2629"] Let's run this through. There are a decent number of undead, constructs, beasts and monstrosities that are immune to Tasha's due to their intelligence. Assuming the target is not one of them, an 11th level wizard with a DC17 for their spells is going to find at least 20% of their targets ignore Tasha's and shrug it off with no impact. If those creatures have a positive Wisdom save, that percentage grows. Let's say that there are two enemies, one has had Tasha's cast on it (and faile the save) and the other has had Otto's cast on it. If the Tasha's foe is attacked, there is another save with advantage. Also the creature gets to save at the end of each of its turns. While the creature can only talk and crawl, essentially, until the save is made, this is a delaying tactic. Note that a savy monster may be able to crawl off of something or into something to take damage to get a save with advantage. A well organized party can likely gang tackle the foe if they fail the save throughout the duration of the combat and are the last foe standing, but that may require a lot of failed saves - and probability tells us they'll likely make that save before the end of a 4 or 5 round combat. All in all, you have to be coordinated and avoid damaging the foe. The target is prone, so adjacent enemies (the PCs) get advantage and ranged enemies get disadvantage on attacks on it. The Otto's target gets no initial save. That means that 100% of targets, despite legendary resistances or other defenses, will be impacted. Further, they'll lose at least 1 action to try to make a save. They can still attack (although at disadvantage) or take other actions, but they can't move, until they save. They have disadvantage on dexterity saves, and attacks on them have advantage. This encourages allies to tear into it right away to make use of that disadvantage on dexterity saves, or advantage on attack rolls. The monster will not be able to move, at all, until it makes a save, and will have to use an action to make a save. It can still use bonus actions and reactions, so it is not entirely trapped until it makes the save. If you think through the situations, they have very different use cases. [/QUOTE]
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