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General Tabletop Discussion
*Dungeons & Dragons
What, if anything, bothers you about certain casters/spells at your table?
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<blockquote data-quote="el-remmen" data-source="post: 9261901" data-attributes="member: 11"><p>I haven't had to deal with them, despite - for example - having just run a whole session for 5th level characters involving exploration (I think <em>light </em>was the only spell cast specifically for aiding exploring and circumventing hazards). Though the group only has a bard and a multiclassed eldritch knight/wizard as full casters (otherwise, there is a paladin, an arcane trickster, and a ranger/rogue).</p><p></p><p>I do house rule Leomund's Tiny Hut, even though I have not had anyone even ask about it, let alone use it.</p><p></p><p>Firstly, it is a "named" spell, meaning it cannot be chosen at level advancement and must be found or acquired in game. (Furthermore, I remove such spells from spell lists that are not wizard or sorcerer - no Melf's Acid Arrow for druids).</p><p></p><p>Secondly, I make these changes:</p><ul> <li data-xf-list-type="ul">The material component is a piece of bread and some salt, which is consumed in the casting, along with a small fist-sized brass model of a house worth at least 200 gps (which is not consumed).</li> <li data-xf-list-type="ul">The hut is opaque, but can be made transparent by the caster by spending an action, and concentrating for up to 10 minutes.</li> <li data-xf-list-type="ul">The hut must be cast on a reasonably flat, clear, and solid area that can hold it.</li> </ul><p></p><p>As for summoning/conjuring spells with lots of critters, we have a table agreement to limit it to 4 creatures max during combat, but the options for more creatures can be used for non-combat situations - so summoning eight rats with conjure animals to have them gnaw the rope holding a boat's anchor, for example.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 9261901, member: 11"] I haven't had to deal with them, despite - for example - having just run a whole session for 5th level characters involving exploration (I think [I]light [/I]was the only spell cast specifically for aiding exploring and circumventing hazards). Though the group only has a bard and a multiclassed eldritch knight/wizard as full casters (otherwise, there is a paladin, an arcane trickster, and a ranger/rogue). I do house rule Leomund's Tiny Hut, even though I have not had anyone even ask about it, let alone use it. Firstly, it is a "named" spell, meaning it cannot be chosen at level advancement and must be found or acquired in game. (Furthermore, I remove such spells from spell lists that are not wizard or sorcerer - no Melf's Acid Arrow for druids). Secondly, I make these changes: [LIST] [*]The material component is a piece of bread and some salt, which is consumed in the casting, along with a small fist-sized brass model of a house worth at least 200 gps (which is not consumed). [*]The hut is opaque, but can be made transparent by the caster by spending an action, and concentrating for up to 10 minutes. [*]The hut must be cast on a reasonably flat, clear, and solid area that can hold it. [/LIST] As for summoning/conjuring spells with lots of critters, we have a table agreement to limit it to 4 creatures max during combat, but the options for more creatures can be used for non-combat situations - so summoning eight rats with conjure animals to have them gnaw the rope holding a boat's anchor, for example. [/QUOTE]
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What, if anything, bothers you about certain casters/spells at your table?
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