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Using Action Surge to cast spells in 2024
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<blockquote data-quote="James Gasik" data-source="post: 9759892" data-attributes="member: 6877472"><p>Here's a few things that have been problems since 2014 and have yet to be resolved (or were made worse):</p><p></p><p>Phantasmal Force: as written there is no logical reason a creature would take the action to study the illusion and break out of the spell due to the line “While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it.”</p><p></p><p>Find Traps: doesn't actually find traps in a useful way.</p><p></p><p>Mounts in combat: hot mess of rules, even though Paladins now have a level 5 feature ensuring they will definitely be casting Find Steed.</p><p></p><p>Using a weapon and shield as a divine caster: the interaction of having a focus in your hand and when you can use that hand for somatic components. As a paladin with a shield with a holy symbol (emblem on it). V,S,M spells can be cast while holding the focus even with the other hand holding a melee weapon, but V,S spells cannot.</p><p></p><p>Obscurement: shooting at enemies you can't see due to heavy obscurement results in a straight roll instead of disadvantage on the attack. </p><p></p><p>Spells with confusing language: Nondetection wasn't even touched. Neither was Planar Binding. Disintegrate says you can target a wall of force, but it also says you can only target things you can see and a wall of force is invisible.</p><p></p><p>Improvised thrown weapons: The rules around improvised thrown weapons regarding what ability scores can be used when using them are as vague as they were in 2014.</p><p></p><p>The encounter day: classes are still balanced under the assumpton of 6-8 encounters per long rest with at least 2 short rests per long rest even if the recommendation was removed from the new DMG.</p><p></p><p>Stealth: has entire threads devoted to the fact that you still can't sneak up on someone to stab them in combat. Go look up a Stealth thread to find some of the most arcane and ridiculous conclusions ever reached by gamers due to a lack of clarity- I had someone actually tell me the following: <strong>being invisible doesn't actually prevent people from seeing you</strong>. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f635.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="o_O" title="Er... what? o_O" data-smilie="12"data-shortname="o_O" /></p><p></p><p>Stunned: this might have been fixed, but the printed PHB did not prevent stunned creatures from moving.</p><p></p><p>Divine Intervention: ok, here's the text, I want you to really pay attention here.</p><p></p><p><em>You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can’t use this feature again until you finish a Long Rest.</em></p><p></p><p>Did you see it? Any spell that doesn't require a reaction. What does this not say? That the spell casting time has to be 1 action. Enter <a href="https://roll20.net/compendium/dnd5e/Spells:Hallow?expansion=33335" target="_blank">Hallow</a>.</p><p></p><p>I could go on, but I mean, isn't that enough?</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9759892, member: 6877472"] Here's a few things that have been problems since 2014 and have yet to be resolved (or were made worse): Phantasmal Force: as written there is no logical reason a creature would take the action to study the illusion and break out of the spell due to the line “While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it.” Find Traps: doesn't actually find traps in a useful way. Mounts in combat: hot mess of rules, even though Paladins now have a level 5 feature ensuring they will definitely be casting Find Steed. Using a weapon and shield as a divine caster: the interaction of having a focus in your hand and when you can use that hand for somatic components. As a paladin with a shield with a holy symbol (emblem on it). V,S,M spells can be cast while holding the focus even with the other hand holding a melee weapon, but V,S spells cannot. Obscurement: shooting at enemies you can't see due to heavy obscurement results in a straight roll instead of disadvantage on the attack. Spells with confusing language: Nondetection wasn't even touched. Neither was Planar Binding. Disintegrate says you can target a wall of force, but it also says you can only target things you can see and a wall of force is invisible. Improvised thrown weapons: The rules around improvised thrown weapons regarding what ability scores can be used when using them are as vague as they were in 2014. The encounter day: classes are still balanced under the assumpton of 6-8 encounters per long rest with at least 2 short rests per long rest even if the recommendation was removed from the new DMG. Stealth: has entire threads devoted to the fact that you still can't sneak up on someone to stab them in combat. Go look up a Stealth thread to find some of the most arcane and ridiculous conclusions ever reached by gamers due to a lack of clarity- I had someone actually tell me the following: [B]being invisible doesn't actually prevent people from seeing you[/B]. o_O Stunned: this might have been fixed, but the printed PHB did not prevent stunned creatures from moving. Divine Intervention: ok, here's the text, I want you to really pay attention here. [I]You can call on your deity or pantheon to intervene on your behalf. As a Magic action, choose any Cleric spell of level 5 or lower that doesn’t require a Reaction to cast. As part of the same action, you cast that spell without expending a spell slot or needing Material components. You can’t use this feature again until you finish a Long Rest.[/I] Did you see it? Any spell that doesn't require a reaction. What does this not say? That the spell casting time has to be 1 action. Enter [URL='https://roll20.net/compendium/dnd5e/Spells:Hallow?expansion=33335']Hallow[/URL]. I could go on, but I mean, isn't that enough? [/QUOTE]
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