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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="Hussar" data-source="post: 9265639" data-attributes="member: 22779"><p>I'm a little confused. </p><p></p><p>Don't your players announce their actions before they roll? So, they declare, "I move here and attack. (pick up dice)" at which point the DM can interrupt with, "The creature does X when you move". Sure, it interrupts that action, but, since nothing has been actually resolved yet, there's no problem IMO.</p><p></p><p>OTOH, "I move here. I attack. I roll X. and I do Y damage" makes these reroll mechanics quite a bit more powerful. And they'Re not really supposed to be reroll mechanics. You're not supposed to know if they will work before you use them. Shield occurs when you are targeted, not when you know how much you've been hit by. Being able to only use Shield when it works, makes it quite a bit more powerful. And, it's never wasted - after all, you should cast Shield even if the attack misses. Meaning you should be wasting spell slots fairly often.</p><p></p><p>That's the difference. Most of the interrupt powers are on the player side anyway. It's a fairly rare monster that has them. Not impossible, but not common. But with most of these powers, you're not supposed to be able to use them only when you know when they are needed. It's just like the Defense Style fighter. YOu are supposed to declare that Disadvantage on an attack before the dice are rolled. </p><p></p><p>But, it's really hard to actually do that in play. Like you say, everything gets declared at the same time. Which makes all these interrupts a lot more powerful than they are meant to be because the mechancis are very clunky.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9265639, member: 22779"] I'm a little confused. Don't your players announce their actions before they roll? So, they declare, "I move here and attack. (pick up dice)" at which point the DM can interrupt with, "The creature does X when you move". Sure, it interrupts that action, but, since nothing has been actually resolved yet, there's no problem IMO. OTOH, "I move here. I attack. I roll X. and I do Y damage" makes these reroll mechanics quite a bit more powerful. And they'Re not really supposed to be reroll mechanics. You're not supposed to know if they will work before you use them. Shield occurs when you are targeted, not when you know how much you've been hit by. Being able to only use Shield when it works, makes it quite a bit more powerful. And, it's never wasted - after all, you should cast Shield even if the attack misses. Meaning you should be wasting spell slots fairly often. That's the difference. Most of the interrupt powers are on the player side anyway. It's a fairly rare monster that has them. Not impossible, but not common. But with most of these powers, you're not supposed to be able to use them only when you know when they are needed. It's just like the Defense Style fighter. YOu are supposed to declare that Disadvantage on an attack before the dice are rolled. But, it's really hard to actually do that in play. Like you say, everything gets declared at the same time. Which makes all these interrupts a lot more powerful than they are meant to be because the mechancis are very clunky. [/QUOTE]
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What, if anything, bothers you about certain casters/spells at your table?
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