TwoSix
Bad DM
The efficacy of spells in a siege environment doesn't seem particularly relevant to virtually any D&D situations.Tell that to a crossbowman with a broken crossbow or one who has run out of ammo during a siege.
The efficacy of spells in a siege environment doesn't seem particularly relevant to virtually any D&D situations.Tell that to a crossbowman with a broken crossbow or one who has run out of ammo during a siege.
The efficacy of spells in a siege environment doesn't seem particularly relevant to virtually any D&D situations.
Dude, chillax. I'm just saying SIEGES don't happen very often in D&D games, not even the dungeon-crawling OSR experience.Of course not! Everyone knows that resource management and siege situations in a roleplaying game are badwrongfun and wouldn't come up ever. ALL D&D games are a series of plotted, choreographed encounters arranged by the DM to ensure such situations cannot arise. Why didn't I remember that?![]()
In a siege, an infinite 50-foot-range, 1d8-damage ray of frost seems somewhat inferior to a 80/320-foot-range, 1d8 damage light crossbow. The spell's range would barely reach the base of a curtain wall, let alone the bulk of a sieging army. If the crossbow-toting wizard stays out of sight, he can even negate the disadvantage for shooting at long range, and can pepper an enemy with crossbow bolts before the enemy gets within 50 feet of him (each round begins hidden, steps out, shoot, steps back into hiding).
What happens if the crossbow toting wizard runs out of ammo? How do you rate a crossbow sans ammo against that ray of frost? 50 feet is a darn sight better than the wizard could throw that crossbow.
A siege doesn't have to be a grand affair with an army, catapults, and a castle either. It could be a few guys (like a party) trapped in a dead end mine with a bit of cover at the entrance and a superior force outside. It could be in a city, with one side being trapped in a building with the exits covered by opposition that may be suicidal to just run out and engage.
The concept of a siege is simply being between a rock and a hard place and it is a common one in many genres.
When a particular magical effect is completely AT WILL with 0 resource considerations it affects the world in ways beyond the standard door/monster/treasure D&D assumptions.
Well, for one thing, anyone using ammunition is wise to buy a whole damn lot (say, 60?) and keep replacing the sheafs.
Yea, I was talking about actual sieges, not metaphorical ones.A siege doesn't have to be a grand affair with an army, catapults, and a castle either. It could be a few guys (like a party) trapped in a dead end mine with a bit of cover at the entrance and a superior force outside. It could be in a city, with one side being trapped in a building with the exits covered by opposition that may be suicidal to just run out and engage.
The concept of a siege is simply being between a rock and a hard place and it is a common one in many genres.
Lots of spells screw up world-building, even when they aren't at-will. Continual flame, fabricate, wall of iron, etc. What's one more thing to tacitly ignore so we can get on with playing?When a particular magical effect is completely AT WILL with 0 resource considerations it affects the world in ways beyond the standard door/monster/treasure D&D assumptions.
Hey Presto, you seem to be out of ammo. Why don't you ask the bloodthirsty orcs outside if they mind you making a store run?![]()