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    D&D 5E Casters should go back to being interruptable like they used to be.

    I think I will put down my last comment on this thread, since it seems that I am pretty much repeating myself. The reason I brought up feats is because people use Mage Slayer to dismiss the idea of making casters interruptable by default, ignoring the fact that casters are already stronger than...
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    D&D 5E Casters should go back to being interruptable like they used to be.

    Much of the above post holds water, but I have a quibble I've already brought up before. I think even ECMO3 admits that casters pull ahead of martials in the long run. Why, then, is the burden of spending a feat placed on the martials to interrupt casters, rather than the casters needing to...
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    D&D 5E Casters should go back to being interruptable like they used to be.

    You forgot all the caveats to actually do that damage in the first place. The man in the pointy hat needs to: not know in advance that an attack is coming (Clairvoyance) not cast defensive spells ahead of time (Mirror Image) lose initiative so they can't prevent the enemy's approach (Sleet...
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    D&D 5E Casters should go back to being interruptable like they used to be.

    Don't forget how conveniently the "correct" way to portray magic often seems to make life easier for the caster! It would be simple to ban arcane casting in armor rather than fiddling with proficiency. The line dictating what is acceptable crunch and what is not is pretty arbitrary. No reason...
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    D&D 5E Casters should go back to being interruptable like they used to be.

    I am left scratching my head at this statement. How can someone drawing arcane symbols in the air leaving them more vulnerable to attack be less immersive than the opposite? Was 3e a less immersive game than 5e because spellcasting triggered attacks of opportunity?
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    D&D 5E Casters should go back to being interruptable like they used to be.

    You are trying to cast a somatic spell, waving your hands around gesturing, while somebody up in your face holding a big sword can't find an opening to attack? Furthermore, even if that sword hits you, you are still able to finish your incantation without a hitch? I don't know, it's pretty...
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    D&D General D&D Survivor: Ferrous Dragons

    Cobalt Dragon 2 +1 = 3 Iron Dragon 14 -2 = 12 Tungsten Dragon = 3
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    D&D 5E Casters should go back to being interruptable like they used to be.

    Maybe it's better to clarify what I envision. Somatic spells with a casting time of one action will trigger attacks of opportunity, forcing a concentration check to cast successfully. In which case, you can cast a bonus action spell to avoid the attack if needed. I don't mind if the spell slot...
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    D&D 5E Casters should go back to being interruptable like they used to be.

    None of Mirror Image, Misty Step and Shield require concentration. Wildshaping isn't a spell. All clerics get armor and shield proficiency to bolster their defenses, and have access to Sanctuary. Besides that, the caster does not start every combat within range of the enemy and without the...
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    D&D 5E Casters should go back to being interruptable like they used to be.

    Aye, so the wizard should also be reliant on the fighter, correct? It's not a team game if someone is doing all the meaningful work and the other is left on the sidelines to mop up. See also the BMX Bandit and Angel Summoner skits. They're on the same team but not contributing equally. You are...
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    D&D 5E Casters should go back to being interruptable like they used to be.

    This is the core of the disagreement. In D&D 5e the classes are not equally powerful. The moderate difference in damage output between a caster and a martial does not bridge the gap afforded by spells like Spirit Guardians, Pass Without Trace or Force Cage. A Twilight Cleric is not 50% stronger...
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    D&D 5E Casters should go back to being interruptable like they used to be.

    If a GM can create a game in which martials are functional even though they don't have magic, then a GM can also create a game where casters can function even if they can potentially be interrupted.
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    D&D 5E Casters should go back to being interruptable like they used to be.

    Even if spells can be interrupted, that doesn't make the caster into a sitting duck. A sorcerer can ready Mirror Image or cast Misty Step to get out of range when they're attacked. A druid can Wildshape. A cleric has armor proficiency and d8 hit dice for a reason. I'd find it far less...
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    D&D 5E Casters should go back to being interruptable like they used to be.

    Does your caster spend every turn within range of an enemy? Why?
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    D&D 5E Casters should go back to being interruptable like they used to be.

    Being able to be interrupted != being interrupted every turn.
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    D&D 5E Casters should go back to being interruptable like they used to be.

    It opens up another way for non-magical characters to contribute. Instead of having to rely on magical means like Counterspell, Silence, Antimagic Field and the like, there's now an incentive to help the PC monk or rogue up into the enemy sorcerer's face. Fighting in melee should be rewarded...
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    D&D 5E Casters should go back to being interruptable like they used to be.

    Erm, no? There are a whole bunch of imbalances in D&D 5e. Making spells be interrupted targets two of them, namely the disparity between casters and non-casters and the one between melee and ranged. Once a martial combatant gets close to a caster (who has access to so many denial tools like Web...
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    D&D 5E Casters should go back to being interruptable like they used to be.

    Back to the topic at hand, I agree with the premise. Being able to disrupt spellcasting with opportunity attacks should be the default. A similar feat to Combat Casting from previous editions can be reintroduced for those casters who want to cast in melee, rather than adding to the burden of...
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    D&D 5E The Fighter/Martial Problem (In Depth Ponderings)

    Hey, you're right, enemies that save against Fireball do take half damage! I also forgot how much damage an enemy takes when the fighter is out of melee range or misses their attack, could you please remind me? :)
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    D&D 5E The Fighter/Martial Problem (In Depth Ponderings)

    Fireball does an average of 28 damage per target. ~50 damage per Fireball is the floor of the spell and not the ceiling, because you wouldn't cast Fireball if you can't catch multiple targets. From my experience, you'll have plenty of opportunities to hit at least three. Even then, you're...
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