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Xanathar's Guide: How does identifying a spell + Counterspell work?
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<blockquote data-quote="5ekyu" data-source="post: 7302237" data-attributes="member: 6919838"><p>i have to say, and ask, what does this new added optional mechanic for ID spells (vs counterspells or other) **add** to the play for a group already using counterspell as reaction after spell announced (or other games)?</p><p></p><p>It doesn't seem more fun, more quick or certainly not more reasonable given the tag-team ID and report before counterspell is thrown ruling. it just seems to complicate things for no measurable gain. it seems so kludgy conjunction with in the overall combat play that its going to invite a great many campaign's to house rule it in some way if they include it at all.</p><p></p><p><strong> To me that makes it a *very bad* "supplement added rule" because any mid-campaign rule addition is best when it fits in smoothly, does not disrupt the existing play and adds more fun encouraging many to use it as written.</strong> </p><p></p><p>Simply going to ignore it for my games. If we see a mechanic for "mystery casting" as a thing we want, our house rule will be much simpler - likely putting the burden of "hiding spell" on the caster instead of putting the burden of "ID spell" on everyone else.</p><p></p><p>HIDE SPELL:A caster may spend his bonus action to hide what spell they are casting that has a casting time of 1 action or less. Anyone wanting a "reaction" to the spell being cast with knowledge of what the spell is (counterspell, shield etc) might see through the deception through an opposed arcana vs deception check. (if the spell is normally a bonus action cast, they may spend their regular action for the deception.)</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7302237, member: 6919838"] i have to say, and ask, what does this new added optional mechanic for ID spells (vs counterspells or other) **add** to the play for a group already using counterspell as reaction after spell announced (or other games)? It doesn't seem more fun, more quick or certainly not more reasonable given the tag-team ID and report before counterspell is thrown ruling. it just seems to complicate things for no measurable gain. it seems so kludgy conjunction with in the overall combat play that its going to invite a great many campaign's to house rule it in some way if they include it at all. [B] To me that makes it a *very bad* "supplement added rule" because any mid-campaign rule addition is best when it fits in smoothly, does not disrupt the existing play and adds more fun encouraging many to use it as written.[/B] Simply going to ignore it for my games. If we see a mechanic for "mystery casting" as a thing we want, our house rule will be much simpler - likely putting the burden of "hiding spell" on the caster instead of putting the burden of "ID spell" on everyone else. HIDE SPELL:A caster may spend his bonus action to hide what spell they are casting that has a casting time of 1 action or less. Anyone wanting a "reaction" to the spell being cast with knowledge of what the spell is (counterspell, shield etc) might see through the deception through an opposed arcana vs deception check. (if the spell is normally a bonus action cast, they may spend their regular action for the deception.) [/QUOTE]
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Xanathar's Guide: How does identifying a spell + Counterspell work?
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