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What to do about Hypnotic Pattern?
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<blockquote data-quote="UngeheuerLich" data-source="post: 8084976" data-attributes="member: 59057"><p>There are a lot of protections vs the charmed and/or frightened conditions. </p><p>As said in a different thread, if that is your trademark spell, expect enemies to come prepared. </p><p>Also it is concentration and has a very easy out. Damage! If you catch 3 enemies, a single cast of magic missile is the counter spell. Why waste an action to shake your friends free if you can just give them a little slap for 1d4+1 damage.</p><p>Hold person is actually a quite potent spell too. Paralyze is a much more potent disable, every attack from 5ft range is a critical hit. So well chained it does not help the enemy a lot if he gets another save. </p><p>That does not mean, hypnotic pattern is not a great spell, but it has hard counters. </p><p>And you should not act as if enemies don't know how to counter it.</p><p></p><p>On the other hand, I had a similar problem with fireball spamming. Actually usually even a faster way of obliterating foes that happen to stand in the hypnotic pattern area.</p><p>My solution was changing the rest cycle:</p><p></p><p>I used a modified version of gritty healing and healing surges:</p><p></p><ul> <li data-xf-list-type="ul">a good nights sleep is a short rest where you regain 1/4 of your healing surges.</li> <li data-xf-list-type="ul">one day off is long rest. During that rest you may explore a small dungeon and even fight. But travelling for 12 hours rules it out.</li> <li data-xf-list-type="ul">1 hour rest is a standard short rest. (I actually thought about reducing it to 15 min, only allowing to spend max your half HD and only recharging a single short rest power).</li> </ul><p></p><p>That change actually made spending resources meaningful. The wizard started not using fireball quasi at will in overland travels where encounters are quite rare. In Dungeons you don't force players to retreat too much. My justification for such a change: I see the standard healing rules just as a suggestion for beginners. Once players figure out the power of spells those rules are too favourable and take away a lot of fun.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 8084976, member: 59057"] There are a lot of protections vs the charmed and/or frightened conditions. As said in a different thread, if that is your trademark spell, expect enemies to come prepared. Also it is concentration and has a very easy out. Damage! If you catch 3 enemies, a single cast of magic missile is the counter spell. Why waste an action to shake your friends free if you can just give them a little slap for 1d4+1 damage. Hold person is actually a quite potent spell too. Paralyze is a much more potent disable, every attack from 5ft range is a critical hit. So well chained it does not help the enemy a lot if he gets another save. That does not mean, hypnotic pattern is not a great spell, but it has hard counters. And you should not act as if enemies don't know how to counter it. On the other hand, I had a similar problem with fireball spamming. Actually usually even a faster way of obliterating foes that happen to stand in the hypnotic pattern area. My solution was changing the rest cycle: I used a modified version of gritty healing and healing surges: [LIST] [*]a good nights sleep is a short rest where you regain 1/4 of your healing surges. [*]one day off is long rest. During that rest you may explore a small dungeon and even fight. But travelling for 12 hours rules it out. [*]1 hour rest is a standard short rest. (I actually thought about reducing it to 15 min, only allowing to spend max your half HD and only recharging a single short rest power). [/LIST] That change actually made spending resources meaningful. The wizard started not using fireball quasi at will in overland travels where encounters are quite rare. In Dungeons you don't force players to retreat too much. My justification for such a change: I see the standard healing rules just as a suggestion for beginners. Once players figure out the power of spells those rules are too favourable and take away a lot of fun. [/QUOTE]
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