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Posts
15
Comments
101
Joined
2 yr. ago

  • Casting a spell and holding it uses visible components the hobgoblin could react to.

    Incite greed also explicitly says that the creature avoids obvious harm while approaching you and does nothing beyond approaching you. If the would always run after the gem (forsaking personal safety to do so), this would be noted in the description.

  • I assumed it to be about weird interpretations/effects of spell that are either Raw but stupid (like find traps finding intentional clauses in legal documents) or common sense interpretations that still lead to weird outcomes (using bead of force+levitate+thunderwave to blast the BBEG into orbit). Because why make a video about people misinterpreting spells without making clear that this is unintended?

  • "So what do you have? "

    "A sword!"

    "A sword?"

    "Yes. And I can hit with it twice as often twice every hour."

    "... I'll stick to my spellslots thank you."

    "... It sounded better in my head."

  • Depends on the amount work put into the magic systems lore from the DMs side. (I once wrote the ,,Theorie of magical trinity: Command, energy and will" and there's a lot of other work out in the internet as well)

  • I guess Heroes feast does not really count as cooking so...:

    • You could use wish and wish for the meal to be cooked perfectly
    • Mage hand is very helpful when you want to lift a hot pot or pan.
    • Since objects made by creation are real for the duration of the spell, you could create some food, it eat and even give your stomach time to... salvage the valuable parts before the spell ends
  • Right. I correct: It’s not what 5e is best used for.

    For the rest: That’s what I’m saying. From what I picked up (personal opinion) people really don’t like it when they don’t know what’s going on. But each their own. If your table is happy with it, go for it. I’m just advising against using it as a general rule, because some people don’t have much fun when the game goes this way.

  • Yeah. But I'm really not a big fan of that. The strategic nature is a part of DnD. If you remove that you end up making it less engaging, since you just shoot sh*t into the abyss, hoping it might do something, or not. Thats not particularly fun to me. Not knowing things is interesting, because you can figure them out, or have to plan and think to work around what you know and don't know.

    It just feels... pointless if you never understand what's going on and also have no way of figuring it out. You just go somewhere vague, do something vague and accomplish something vague.

    That may be fun for some people but its not what DnD was designed for or what I hope to get out of my games. Thats why I also don't recommend using it in every game as a general rule.

  • I really don't like that. Its not taking agency away from the players most of the time, but they:

    • Sometimes have situational bonuses you might not know about
    • Rerolls/temporary bonuses they may like to use (Like Inspiration, oder lucky)
    • Might feel cheated should they ever find out, since you kind of used their character without informing them
    • Generally like rolling the dices themselves, as it creates a feeling of excitement and ,,action".
  • Only problem I can see with that is, that passive scores take away from the randomness attributed to DnD but I generally agree with you. I also don't like rolling checks for my players.