Treantmonklvl20
Explorer
Sorry, I couldn't find a bathroom, I had no idea they were your corn flakes.Hiya.
I've played with guys like this
Sorry, I couldn't find a bathroom, I had no idea they were your corn flakes.Hiya.
I've played with guys like this
That's the intended purpose of the (dis)Advantage mechanic: To be handed out willy-nilly. It streamlines combat and prevents people from pulling out every nitpicking thing they can thing to pile on the small bonuses. You don't even need anything as powerful as a cantrip to hand them out, everyone and their trained dog can grant it with the help action.
I can say without reservation that you are mistaken.The reason TM used that example is BECAUSE advantage is such a huge game mechanic.
I'm assuming you are saying the idea is cheesy rather than disputing that you should be able to see into a hole in a box that is at your knees. In which case, it's just an idea. It's not intended to be something you should either find a flaw with or do yourself, but instead get you thinking about how you might use minor illusion (which I realized after listening that I referred to incorrectly as "minor image" for the entire bit)
Reaction attacks need to be triggered. If nobody else is moving out of melee, who else is triggering the attack? Normally if you disengage, the creature doesn't get a reaction attack on your allies either. The real question is whether the chance of doing cantrip damage is worth the chance of being hit by an attack. I would say that in most cases, the answer to the question is no.
I try to avoid words like "always" since D&D is a game of circumstance. I like words like "usually" or "situational". However, you will take damage as a Wizard. Since you have fewer HP than your comrades, it makes sense to avoid it when you can IMO. Naturally, if you think the opponent is a few HP from going down, this might have you reconsider, but generally I recommend caution in wizard tactics.
The conversation might be more in context if you listen to the Podcast I was replying to, where Steve suggests all a wizard is good at is doing damage.
The tactic I'm recommending in the podcast is to cast the Silent Image, use Illusory Reality as a bonus action to make it real for one minute, then drop the concentration. This is why I like this tactic better than traditional wall spells that require you maintain concentration. Illusory Reality has its own duration (which is flat at one minute), independent of the spell it was modelled from.
I can say without reservation that you are mistaken.
Don't take my word for it though. If you listen to the podcast, you will hear me say that the first time I brought up this example to Steve, I had not mentioned the advantage for the rogue to attack (this was because that in the original example, the Barbarian was granting advantage through Wolf Totem and it was redundant, but I thought it should be mentioned regardless).
The primary purpose of the tactic in this particular example, is to discourage attack on the halfling, not provide the halfling advantage, that's just an additional benefit.
Using illusion spells to hamper vision was absolutely something I recommended in earlier editions. I don't agree personally that using illusions that way is cheesy, but you aren't alone in that assessment.
I'm not sure it was necessary to start labelling me with insulting terms. I responded to your original post in a respectful way. (Though from your use of each term, I'm guessing you have different definitions of each, though you clearly understood they were derogatory)I consider it a bit beyond cheesy and into the territory of munchkin-ism / rules lawyering (if one considers those to be derogatory activities).
And yes, I do realize that there are some players who get a thrill out of the imaginative things that they can try to accomplish with illusions, I just think that some of that goes overboard into the "how can I bend the rules to their absolute maximum breaking point without the DM getting annoyed at me?" level.
I was wondering why you were insulting me when I didn't think I had done anything to you. No harm done, thanks for the explanation. I don't mind people disagreeing with me, but I'm not fond of put-downs.Yeah, rereading my post.... I was a bit..."harsh". .
We're actually not. We are more "Start with the rules, and go from there." We generally assume things that are allowed in the rules work, but if the DM thinks it's unrealistic or damaging to game balance, he's free to make a ruling. I would have no problem at all with the ruling you said you would make, but I would expect the chance to make adjustments to my action after you made your house-ruling clear. That's also the way we play if I'm the DM.From the sound of it, you and your group learned the "if it's in the rules, that's the way it is" type
In which case I wouldn't use the spell in your game. Note that this is the first time I've come across this particular interpretation.I'm still standing by my interpretation of Polymorph and Illusory Reality, though. Polymorph, in my mind and in my game, is primarily a spell used to overcome unusual situations or deal with some situation that isn't combat. Turning into a fish to get through the underwater passageway, or turning into a hawk to scout the immediate surrounding or fly to a nearby tower top to deliver a message.
Reading the title, I thought this would be another thread discussing Wizards of the Coast's marketing strategy for 5E
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And tactically speaking your interpretation remains...bad. Very few hazard-type situations should be worth the cost of a 4th level spell. But beyond that, you are also discounting one of the primary strengths of polymorph - the extra hit point pool. A T-Rex or Giant Ape give upwards of 100 extra hit points (e.g. more than a Heal spell). Put on a companion up from unconsciousness by a single healing word or basic healing potion...and they significantly improve fighting capacity in dangerous situations.I'm still standing by my interpretation of Polymorph and Illusory Reality, though. Polymorph, in my mind and in my game, is primarily a spell used to overcome unusual situations or deal with some situation that isn't combat. Turning into a fish to get through the underwater passageway, or turning into a hawk to scout the immediate surrounding or fly to a nearby tower top to deliver a message. Turning into a T-Rex to chew on someone...while fun...is probably a waste of a spell. This goes back to expectation of play. In my games, combats happen often. Probably more than 'normal' (a typical 5 hour play session of a dungeon bash will have roughly...10'ish... combats. During that time there will also be about 3 or 4 "danger" situations (poison gas in corridor, yellow mold covered room, extreme temperature, etc), and another 3 or 4 "hazards" (semi-collapsed corridor strewn with rubble, 80' sheer cliff faces down to a raging river, cave covered in 9" of bat guano, etc). Using a Polymorph spell for these situations would be a LOT better than turning into a big monster to kill something.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.