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Xanathar's Guide: How does identifying a spell + Counterspell work?
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<blockquote data-quote="Tormyr" data-source="post: 7304026" data-attributes="member: 6776887"><p>I don't really like it, but that has more to do with the situation that Xanathar's has created rather than the merits of your idea. Your idea gives a benefit to casting at higher levels, but it means that a caster likely has a reasonable chance (50/50) of stopping a 9th-level spell with a 7th-level <em>counterspell</em>. A caster might lean toward burning higher-level slots rather than using the lowest possible level all the time. In retrospect, as I think about it, it is probably as good as any other solution.</p><p></p><p>I get a bit annoyed when a new rule like what Xanathar's introduced makes things seemingly more difficult / slow at the table. The end result In my opinion, creatures should recognize a spell if they have seen it before and realize how powerful it is, but I lean toward things being quick and easy to run at the table. This means that play can proceed without delay and a spell is only unknown the first time it is encountered. The rest of the time, someone declares a spell being cast; creatures use their reaction as a appropriate; and play continues.</p><p></p><p>The Xanathar's rule seems to rely on keeping players and the DM as in the dark as the creatures they are controlling. There are places where such secrets work for plot and storytelling elements, but I do not really see that as a recipe for success when something is happening at that moment (such as a spell being cast) in a collaborative storytelling environment.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7304026, member: 6776887"] I don't really like it, but that has more to do with the situation that Xanathar's has created rather than the merits of your idea. Your idea gives a benefit to casting at higher levels, but it means that a caster likely has a reasonable chance (50/50) of stopping a 9th-level spell with a 7th-level [i]counterspell[/i]. A caster might lean toward burning higher-level slots rather than using the lowest possible level all the time. In retrospect, as I think about it, it is probably as good as any other solution. I get a bit annoyed when a new rule like what Xanathar's introduced makes things seemingly more difficult / slow at the table. The end result In my opinion, creatures should recognize a spell if they have seen it before and realize how powerful it is, but I lean toward things being quick and easy to run at the table. This means that play can proceed without delay and a spell is only unknown the first time it is encountered. The rest of the time, someone declares a spell being cast; creatures use their reaction as a appropriate; and play continues. The Xanathar's rule seems to rely on keeping players and the DM as in the dark as the creatures they are controlling. There are places where such secrets work for plot and storytelling elements, but I do not really see that as a recipe for success when something is happening at that moment (such as a spell being cast) in a collaborative storytelling environment. [/QUOTE]
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Xanathar's Guide: How does identifying a spell + Counterspell work?
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