Fanaelialae
Legend
Not in my experience. If you're traveling or investigating, you aren't spending 12 hours casting a spell. If you're spending 12 hours casting a spell, you aren't doing much of anything else that day.The problem is that it adds a new pacing issue that is unique to longer lasting spells like simulacrum and contingency. With the 6-8 encounter thing...you don't actually need to do 6-8 encounters every single day. You can have days that are busy in terms of combat, and then days of travel or investigating in a city or trying to get something political done. You can have your attrition-based survival happen every so often, and if they're back to back or a week apart.
But simulacrum breaks that dynamic.
Prior to wish, you really only get one Simulacrum per adventure unless the DM builds in time for you to make a new one. Once you do have wish, the player still has to risk not having wish that day if they want to replace the Simulacrum. Unless you're telling them outright, "Today's just an investigation day so you're not going to need that wish. Go ahead and use it", they don't know for sure what's going to happen. The investigation or travel could lead to one or more dangerous encounters.
No, the DM doesn't. See, the great thing about Simulacrum is that you only get one. I could give Bob a billion gold and 10 years to build his castle. How many simulacrums does Tim get to make in preparation for the next adventure? Assuming the next adventure picks up after the castle has been built, one Simulacrum. That's it.And so the DM became scared about letting the characters have any free time or finding too much gold. Bob the warrior's dreams of rebuilding a ruined castle to use as a base were shattered because it would mean Tim the wizard would get too much use of one of his spells.
It's a good spell. It's not just a glass cannon though. A wizard is a glass cannon. It's a wet cardboard cannon which is twice as delicate.Yes, simulacrum has weaknesses, but it's still an insanely good spell, and one of the reasons why is you can cast it on a day you have nothing else to do and retain the benefits until you need them. Just because a glass cannon has the weakness of being a glass cannon doesn't mean it can't be too strong of an option.
The spell literally says exactly that. Twisting the intent of an ability using creative interpretation of text is something no DM should tolerate. I certainly don't.Also nothing says a simulacrum can't take rests and regain abilities...actually let's not get into how badly worded this spell is.
It's an advantage, but not an insane one. It is nice while it lasts but it's far from a guarantee that you'll have it for the duration of an adventure.Yeah, and...? Having the simulacrum is still an insane advantage in any dangerous fight.
That's a very specific scenario. Do all of your campaigns and all of your adventures feature a powerful wizard stuck holding shut a demon door? Or is that maybe a rare outlier?See, depending on the situation, it's something that could easily be very reasonable without the DM realizing they were setting themselves up. Powerful wizard wants to help you defeat the evil warlock, but is busy holding a demonic portal closed with a spell that he can't move away from! Party asks if this is so important to him and he's not going anywhere, why not let them copy him? Not like he's going anywhere.
It just sets up a lot of situations where the DM has to be ready to justify a no. Or they could just not justify it and leave the players rolling their eyes. It's an annoying lesser of two evils, shutting down a good idea that makes sense rather then breaking things mechanically or forcing you to rebalance everything.
Even then, the wizard needs to trust the PCs sufficiently to entrust them with essentially himself. What if they are actually agents of the demons, and they want to use the copy to slay the wizard and release the demons (because they're presumably not strong enough to do so without this high powered Simulacrum).
I'm afb but I'm fairly certain you can't twin simulacrum.Look man, if it works well in your games, I'm honestly happy it does. But see, I'm not the kind of person that looks at a potential problem and decides "You know what? In 80% of these cases, this doesn't cause a noticeable issue and is kind of cool", I look at what bad cases there are, and what prevents a user from reaching them. And if it doesn't put those cases in hard-to-reach-and/or-dubious-practicality-at-that-point (such as taking 3 levels of sorc so you can twin simulacrum), then I see it as a problem.
Maybe I'm just a pessimist.
I don't think it's just 80% of cases. I think it's basically 100% that if you're having issues with Simulacrum it's just indicative of a more general problem that you would still have even if you banned Simulacrum. It might be a good indicator that you have problems, but it's always better to address the root of an issue rather than running around treating the symptoms.
You're welcome to your own opinion, and I doubt at this point that I'm going to change yours. The best advice I can give you is to try it in actual play and see whether it actually breaks anything.
A simple detect magic spell would reveal that this is a "person" radiating illusion magic. Truesight would work as well.How do they know it can be dispelled so easily? Does every spellcaster in the world necessarily know what simulacrum even is? Do they even know it isn't real, given that it appears the same as the original? Maybe they'd end up dispelling the real one by accident? Or think it's simply a brother or something? Or you could have it wear different equipment to disguise itself as just another party member.
If you came into combat with two creatures, would your first reaction be to try and dispel one of them? For the DM they know it's a simulacrum, but for creatures in the world there's a leap in logic to be making and one not usually worth taking in the middle of dangerous combat.
Apart from that, you could just look at which "clone" is giving orders and which one is following them. At the levels where you are seeing Simulacrum, many of the spellcasting opponents will be familiar with the spell themselves.
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