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General Tabletop Discussion
*Dungeons & Dragons
Wall of Force / Forcecage House Rules
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<blockquote data-quote="kcStranger" data-source="post: 6839399" data-attributes="member: 6824120"><p>Hi all,</p><p></p><p>First of all...D&D 5e has a fair number of overpowered/"broken" spells, and as has been pointed out elsewhere, it is that way by design. So in that sense, RAW Wall of Force / Forcecage are functioning as intended. That said, there are those of us who would rather not allow PCs to trap enemies (or vice-versa) without any kind of save or ability to resist. Those people are the ones to whom this post is addressed.</p><p></p><p>My question to you all is, what house rules for Wall of Force / Forcecage have you used successfully? I've theorycrafted on my own but haven't actually tested anything. I know that there have been several other threads about these spells, but I'm especially interested in any feedback on my specific ideas or that people have actually playtested.</p><p></p><p>For Wall of Force, here are some ideas I'm kicking around:</p><p></p><p>1. The wall "snaps" to nearby surfaces, so you can't make a hole in it bigger than a Medium creature could walk through or a Large creature could squeeze through.</p><p></p><p>2. Allowing a STR check against the wall; on a success, the creature is freed but takes some force damage.</p><p></p><p>3. Allowing the trapped creature to attack the wall to force a Concentration check on the caster. Without going into details, there would be a damage threshold, and it would probably take multiple successes to break free.</p><p></p><p>4. Allowing a DEX save a la Wall of Stone.</p><p></p><p>For Forcecage, I am considering:</p><p></p><p>1. Allowing a DEX save (perhaps vs DC 20 rather than caster's spell save) to dodge being imprisoned.</p><p></p><p>2. Specifying that the material component is consumed.</p><p></p><p>Note my intention is not to make all these (or similar) changes, but just a subset. Thanks for reading!</p></blockquote><p></p>
[QUOTE="kcStranger, post: 6839399, member: 6824120"] Hi all, First of all...D&D 5e has a fair number of overpowered/"broken" spells, and as has been pointed out elsewhere, it is that way by design. So in that sense, RAW Wall of Force / Forcecage are functioning as intended. That said, there are those of us who would rather not allow PCs to trap enemies (or vice-versa) without any kind of save or ability to resist. Those people are the ones to whom this post is addressed. My question to you all is, what house rules for Wall of Force / Forcecage have you used successfully? I've theorycrafted on my own but haven't actually tested anything. I know that there have been several other threads about these spells, but I'm especially interested in any feedback on my specific ideas or that people have actually playtested. For Wall of Force, here are some ideas I'm kicking around: 1. The wall "snaps" to nearby surfaces, so you can't make a hole in it bigger than a Medium creature could walk through or a Large creature could squeeze through. 2. Allowing a STR check against the wall; on a success, the creature is freed but takes some force damage. 3. Allowing the trapped creature to attack the wall to force a Concentration check on the caster. Without going into details, there would be a damage threshold, and it would probably take multiple successes to break free. 4. Allowing a DEX save a la Wall of Stone. For Forcecage, I am considering: 1. Allowing a DEX save (perhaps vs DC 20 rather than caster's spell save) to dodge being imprisoned. 2. Specifying that the material component is consumed. Note my intention is not to make all these (or similar) changes, but just a subset. Thanks for reading! [/QUOTE]
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