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Wizards have a problem with Spellcasting stat blocks
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<blockquote data-quote="pukunui" data-source="post: 9556707" data-attributes="member: 54629"><p>I seriously wish they'd stuck with the stat block approach they used for spellcasters in <em>Descent into Avernus</em>. I'll admit I am biased because it is how I had been doing my custom spellcasting NPC stat blocks already; however, I think it is a much better format than the bizarre format* they've been using since MotM.</p><p></p><p>For those of you unfamiliar with <em>Descent into Avernus</em>, here are some examples from the book:</p><p>[spoiler]The Black Gauntlet of Bane casts spells as a 5th level cleric and has the old Spellcasting trait with spells ordered by level, complete with spell slots in parentheses and so on. However, their <em>Guiding Bolt</em> spell is included under Actions:</p><p></p><p><strong><em>Guiding Bolt (1st-Level Spell; Requires a Spell Slot). </em></strong><em>Ranged Spell Attack: </em>+7 to hit, range 120 ft., one creature. <em>Hit:</em> 14 (4d6) radiant damage, and the next attack roll made against the target before the end of the black gauntlet's next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.</p><p></p><p></p><p>Meanwhile, the Master of Souls cultist casts spells as a 5th level wizard. It too has the old Spellcasting trait, and its list of Actions includes the following:</p><p></p><p><strong><em>Chill Touch (Cantrip).</em></strong> <em>Ranged Spell Attack: </em>+6 to hit, range 120ft., one creature. <em>Hit:</em> 13 (2d8) necrotic damage, and the target can't regain hit points until the start of the master of souls' next turn. If the target is undead, it has disadvantage on attack rolls against the master of souls for the same duration.</p><p></p><p><em><strong>Ray of Sickness (1st-Level Spell; Requires a Spell Slot). </strong>Ranged Spell Attack</em>: +6 to hit, range 60 ft., one creature. <em>Hit:</em> 9 (2d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of the master of souls' next turn. If the master of souls casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.</p><p></p><p><strong><em>Scorching Ray (2nd-Level Spell; Requires a Spell Slot). </em></strong>Ranged Spell Attack: +6 to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). <em>Hit:</em> 7 (2d6) fire damage per ray.[/spoiler]</p><p></p><p>*For the record, I am fine with the new format for spellcasting monsters (as it's pretty much what the same as how such creatures stat blocks worked pre-MotM anyway). What I object to is using different rules for NPC wizards, clerics, druids, etc. If an NPC is supposed to have a PC class, then it should jolly well also have things like spell slots. I'm OK with NPCs having the occasional magical ability that isn't available to PCs but overall I want them to work the same way.</p><p></p><p>As it stands, I sometimes put in the effort to back-convert new spellcasters to the older format, but mostly I just use the new format and keep quiet about it. My players so far haven't really noticed the difference. (The only thing they've really noticed is how much harder some of the new monsters and NPCs hit.)</p></blockquote><p></p>
[QUOTE="pukunui, post: 9556707, member: 54629"] I seriously wish they'd stuck with the stat block approach they used for spellcasters in [I]Descent into Avernus[/I]. I'll admit I am biased because it is how I had been doing my custom spellcasting NPC stat blocks already; however, I think it is a much better format than the bizarre format* they've been using since MotM. For those of you unfamiliar with [I]Descent into Avernus[/I], here are some examples from the book: [spoiler]The Black Gauntlet of Bane casts spells as a 5th level cleric and has the old Spellcasting trait with spells ordered by level, complete with spell slots in parentheses and so on. However, their [I]Guiding Bolt[/I] spell is included under Actions: [B][I]Guiding Bolt (1st-Level Spell; Requires a Spell Slot). [/I][/B][I]Ranged Spell Attack: [/I]+7 to hit, range 120 ft., one creature. [I]Hit:[/I] 14 (4d6) radiant damage, and the next attack roll made against the target before the end of the black gauntlet's next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Meanwhile, the Master of Souls cultist casts spells as a 5th level wizard. It too has the old Spellcasting trait, and its list of Actions includes the following: [B][I]Chill Touch (Cantrip).[/I][/B] [I]Ranged Spell Attack: [/I]+6 to hit, range 120ft., one creature. [I]Hit:[/I] 13 (2d8) necrotic damage, and the target can't regain hit points until the start of the master of souls' next turn. If the target is undead, it has disadvantage on attack rolls against the master of souls for the same duration. [I][B]Ray of Sickness (1st-Level Spell; Requires a Spell Slot). [/B]Ranged Spell Attack[/I]: +6 to hit, range 60 ft., one creature. [I]Hit:[/I] 9 (2d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of the master of souls' next turn. If the master of souls casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. [B][I]Scorching Ray (2nd-Level Spell; Requires a Spell Slot). [/I][/B]Ranged Spell Attack: +6 to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). [I]Hit:[/I] 7 (2d6) fire damage per ray.[/spoiler] *For the record, I am fine with the new format for spellcasting monsters (as it's pretty much what the same as how such creatures stat blocks worked pre-MotM anyway). What I object to is using different rules for NPC wizards, clerics, druids, etc. If an NPC is supposed to have a PC class, then it should jolly well also have things like spell slots. I'm OK with NPCs having the occasional magical ability that isn't available to PCs but overall I want them to work the same way. As it stands, I sometimes put in the effort to back-convert new spellcasters to the older format, but mostly I just use the new format and keep quiet about it. My players so far haven't really noticed the difference. (The only thing they've really noticed is how much harder some of the new monsters and NPCs hit.) [/QUOTE]
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