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Two Spells, One Turn Confusion Never Dies
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<blockquote data-quote="Ruin Explorer" data-source="post: 9514286" data-attributes="member: 18"><p>A lot more than you think will, I would suggest, when you can drop two full-Action spells in turn one. That's the big advantage - turn one is when the enemies are likely to be vastly more grouped, and PCs less in the line of fire. It's your best opportunity for big AOE damage spells, big CC spells, and big area denial spells. You don't have a chance like that after round one. It does encourage casters to find ways to get the best possible initiative, too!</p><p></p><p>And it doesn't make you worse at anything else. So "that is what you're good at" isn't really a thing - you're also still good at other stuff. And you've made the party as a whole much more powerful, because some fights that would cause significant attrition will now be cakewalks/mop-ups causing very little attrition.</p><p></p><p>My point is specifically that doing this round one is not a wash, because overall the party as a whole comes out so much better off - in an attrition-heavy situation!</p><p></p><p>Now a low-attrition situation, it's closer to a wash! You gain some advantage, but overall it's probably not changing the end result of the day, or making things a lot less dramatic.</p><p></p><p>Yeah that's what I was getting - and because of that, the round one Quicken spell becomes a bigger deal, not a smaller one. If you did a lot of 5MWD, yeah, sure this doesn't matter much.</p><p></p><p>BG3's rules do in fact closely mirror those of 5E (2024 is in fact closer than 2014 was, as they took some inspiration from some BG3 changes). And what BG3 does change is the change you're proposing - BG3 allows you to cast multiple levelled/slot spells per round. So it's easy to see how very devastating they can be - even though lot of BG3 encounters are intentionally designed to prevent alpha strikes being maximally effective. It's not just double-fireball either, hilarious as that is - other situations like dropping an area denial spell or an AOE snare then dropping further AOE damage or CC can be absolutely brutal.</p><p></p><p>Depending on how things line up, and whether your players even notice that this is a thing they could do, it might well be no problem, sure! To be clear, I'm not saying "Don't do it!!!", I'm saying "Be aware", esp. if there's a Sorcerer in the party.</p><p></p><p>For this to become a problem you basically need a player to A) notice that this is possible, B) decide to play a Sorcerer, and C) be tactically-minded enough to realize that Initiative is very important to this and to intentionally boost that, and also D), be playing attrition-heavy, not attrition-light.</p><p></p><p>The only one of those we know is true for your game is D. It's unlikely A, B, and C will also be true. But I would say if you see someone selecting Sorcerer, Alert, and so on, you might wanna brace for some encounters getting vaped!</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9514286, member: 18"] A lot more than you think will, I would suggest, when you can drop two full-Action spells in turn one. That's the big advantage - turn one is when the enemies are likely to be vastly more grouped, and PCs less in the line of fire. It's your best opportunity for big AOE damage spells, big CC spells, and big area denial spells. You don't have a chance like that after round one. It does encourage casters to find ways to get the best possible initiative, too! And it doesn't make you worse at anything else. So "that is what you're good at" isn't really a thing - you're also still good at other stuff. And you've made the party as a whole much more powerful, because some fights that would cause significant attrition will now be cakewalks/mop-ups causing very little attrition. My point is specifically that doing this round one is not a wash, because overall the party as a whole comes out so much better off - in an attrition-heavy situation! Now a low-attrition situation, it's closer to a wash! You gain some advantage, but overall it's probably not changing the end result of the day, or making things a lot less dramatic. Yeah that's what I was getting - and because of that, the round one Quicken spell becomes a bigger deal, not a smaller one. If you did a lot of 5MWD, yeah, sure this doesn't matter much. BG3's rules do in fact closely mirror those of 5E (2024 is in fact closer than 2014 was, as they took some inspiration from some BG3 changes). And what BG3 does change is the change you're proposing - BG3 allows you to cast multiple levelled/slot spells per round. So it's easy to see how very devastating they can be - even though lot of BG3 encounters are intentionally designed to prevent alpha strikes being maximally effective. It's not just double-fireball either, hilarious as that is - other situations like dropping an area denial spell or an AOE snare then dropping further AOE damage or CC can be absolutely brutal. Depending on how things line up, and whether your players even notice that this is a thing they could do, it might well be no problem, sure! To be clear, I'm not saying "Don't do it!!!", I'm saying "Be aware", esp. if there's a Sorcerer in the party. For this to become a problem you basically need a player to A) notice that this is possible, B) decide to play a Sorcerer, and C) be tactically-minded enough to realize that Initiative is very important to this and to intentionally boost that, and also D), be playing attrition-heavy, not attrition-light. The only one of those we know is true for your game is D. It's unlikely A, B, and C will also be true. But I would say if you see someone selecting Sorcerer, Alert, and so on, you might wanna brace for some encounters getting vaped! [/QUOTE]
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