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2017-11-15, 02:50 PM (ISO 8601)
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- Sep 2015
Re: The new spell identification rules are terrible.
Since they explicitly designed this not work with Counterspell, that's not really relevant.
But yes, I agree that they're effectively limiting how it works. Unless you as a DM allow the variant checks rule to apply to this check. Which if you want Magic to work in a certain way in your game you absolutely should. (Of course, magic working in a specific way is probably going to affect a whole bunch of things, not just this.)
And yeah, from the perspective of a player choosing how they want their own magic to work, if the DM doesn't care, it's also limiting. As I've already given an example of, it limits all casters to casting with common V or S components that anyone trained in Arcana can identify. You can't have a character casting in a totally different fashion that there's no possible way anyone locally could recognize, for example from half-way across the world or another plane of existence. Alternately if your DM allows state-of-knowledge did-you-ever-know-it Int checks , anyone who can make the Arcana check somehow "just happens" to know this incredibly specific and unlikely knowledge. Neither of those are particularly palatable to me as a DM or a player, even if they simplify the game.
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2017-11-15, 02:55 PM (ISO 8601)
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- Nov 2017
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2017-11-15, 02:58 PM (ISO 8601)
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- May 2015
Re: The new spell identification rules are terrible.
If you quote me and ask me questions,
and I continue to not respond,
it's probably because I have
you on my Ignore list.
Congratulations.
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2017-11-15, 03:01 PM (ISO 8601)
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- May 2011
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2017-11-15, 03:11 PM (ISO 8601)
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- Sep 2016
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- Phoenix, AZ
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Re: The new spell identification rules are terrible.
I think this is just a problem with the English language. "To curse at" someone or something requires a verbalization. "A curse" in the magical or mystical sense does not require verbalization to come into being or in the case of 5e to move "the curse" that has been verbalized during casting upon the initial target.
It may be a "house rule" or a "ruling" at your table that it does, but standard usage in the English language does not require the moving of the curse to have any verbal component.Last edited by Breashios; 2017-11-15 at 03:15 PM.
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2017-11-15, 03:28 PM (ISO 8601)
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- May 2011
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Re: The new spell identification rules are terrible.
Except the RAW does not say "move the curse". It says "you can use a bonus action on a subsequent turn of yours to curse a new creature." It doesn't use the word curse as a noun, it uses it as a verb. I wouldn't be making this argument if it wasn't 100% exactly what the rules stated.
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2017-11-15, 03:48 PM (ISO 8601)
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- Sep 2012
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- Virginia Beach VA
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Re: The new spell identification rules are terrible.
Yes, your point of view is entirely reasonable. But it's not RAW, which does not address the question one way or the other. As the "you can't identify and counterspell on your own, but you can have a spotter when you counterspell" demonstrates, RAW isn't identical to Reasonable.
Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."
Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.
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2017-11-15, 03:48 PM (ISO 8601)
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- Feb 2016
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Re: The new spell identification rules are terrible.
Generally agreed. I think the big difference is you can pretty much do whatever on a Wizard and be amazing. Sorcerers can be just as good more or less, but there may actually be more traps than good choices, and you really need to know what you're doing for them to really have much of a point.
Simple, Comprehensive Combat Rework [PEACH]
Spoiler: Other TweaksBeast Master Ranger and Elemental Monk
Great Weapon Fighting (also balances Greataxes)
Healing Spirit is one use per round.
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2017-11-15, 04:22 PM (ISO 8601)
- Join Date
- Oct 2014
Re: The new spell identification rules are terrible.
I don't dislike the concept of identifying a spell while being cast taking effort and concentration, in the form of a character's reactions.
I would implement it in game by having the character casting a spell also declare the level of the spell they are going to cast - justified in-fiction by bigger spells having a larger build-up of magical energies while being cast. A cantrip is going to be instantly recognizable from a 1st level spell, and a 1st level spell from a higher level one, so that you have *some* information to base your counterspelling on.
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2017-11-15, 04:34 PM (ISO 8601)
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- Jan 2015
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- Washington
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Re: The new spell identification rules are terrible.
We’ve always played with known spells,and known attack rolls. It’s too irritating to play blind mind bluff just for counter spell and shield spell.
It’s never been a problem, so I can’t see why anyone would want to play with secret spell casting like this. Sounds like a lot of tedious gameplay to me.
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2017-11-15, 04:44 PM (ISO 8601)
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- Sep 2015
Re: The new spell identification rules are terrible.
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2017-11-15, 04:48 PM (ISO 8601)
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- Feb 2016
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Re: The new spell identification rules are terrible.
It seems to me like the Xanathar's Guide spell identification system work smoothest if you skip spotters and just say Counterspell can be cast as part of the reaction used to ID the spell. That keeps people from just trying to ID every spell that's cast, and leads to fewer checks (and IMO less strained credibility) than using partymembers as spotters. Plus, that's less of a slowdown than just going down the line of potential identifiers.
Maybe even say that successfully IDing the spell is what enables the reaction-less counterspell (you know exactly what it is, so you can counter it without spending the whole reaction). So you can skip tyring to identify the spell and cast your counter for certain, or try to ID and maybe not be able to counter. Seems faster and more fun to me, personally, than the new RAW.Simple, Comprehensive Combat Rework [PEACH]
Spoiler: Other TweaksBeast Master Ranger and Elemental Monk
Great Weapon Fighting (also balances Greataxes)
Healing Spirit is one use per round.
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2017-11-15, 04:50 PM (ISO 8601)
- Join Date
- Feb 2017
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2017-11-15, 04:56 PM (ISO 8601)
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- Feb 2016
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Re: The new spell identification rules are terrible.
Sure. But 1) I dislike the gaminess and logistics of this system and 2) the system doesn't do a good job of enforcing the intent anyways (since they said part of the reason they went with this method was to speed up combat, where the spotter system bogs it down with cascading identification checks).
Last edited by mer.c; 2017-11-15 at 04:56 PM.
Simple, Comprehensive Combat Rework [PEACH]
Spoiler: Other TweaksBeast Master Ranger and Elemental Monk
Great Weapon Fighting (also balances Greataxes)
Healing Spirit is one use per round.
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2017-11-15, 05:36 PM (ISO 8601)
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- Sep 2015
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2017-11-15, 06:37 PM (ISO 8601)
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- Feb 2016
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Re: The new spell identification rules are terrible.
I know that’s what he meant, or at least that’s my assumption. But that’s also not really the intent assuming the spotter system was intended all along and not an after-the-fact “Oh yeah, that’s totally what we meant, *nervous laughter and shifty eyes*.” Honestly my money is on the latter. ;)
At any rate, I do understand the intent and I think I’ve voiced where I think it fails, what I’ll try in its place, and why I’m trying that.Last edited by mer.c; 2017-11-15 at 06:51 PM.
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2017-11-15, 06:41 PM (ISO 8601)
- Join Date
- Feb 2017
Re: The new spell identification rules are terrible.
The spotter system wasn't intended all along.
It wasn't either a "Oh yeah, that’s totally what we meant" thing.
People are really making mountains out of molehills about Crawford just saying "Yes" when asked if it was reasonable to have one person do the Identify check and another do Counterspell
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2017-11-15, 07:39 PM (ISO 8601)
- Join Date
- Nov 2017
Re: The new spell identification rules are terrible.
Me neither. I think you should have a chance to identify spells from your specialist school / religion etc as they are being cast, but otherwise you wouldn't know - or, it would take you a lot longer than a reaction.
However, the idea that a cantrip requires less "build-up" or obvious manifestation of power than higher level spell seems fair to me. Even if you don't know the spell, the GM could still tell you the spell's approximate level (0-1, 2-3, 4-5, etc).
I haven't got to this level yet in the game I am running, so don't know exactly how I will handle this, but probably something along those lines.
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2017-11-15, 07:41 PM (ISO 8601)
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- Sep 2016
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- Phoenix, AZ
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Re: The new spell identification rules are terrible.
Isn't that the thing though? I really appreciate the clarity Crawford's answers can often bring. The problem is, sometimes they create a mess.
On occasion I have seen him come back and fix his mistaken first take, but I've also seen this cause another mess at least once. I've stopped relying on anything until it shows up in the official Sage Advice pdf.
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2017-11-15, 11:25 PM (ISO 8601)
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- Apr 2013
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Re: The new spell identification rules are terrible.
"I ready a counterspell for when the BBEG casts a level 4 spell."
"Alright, roll to identify."
"17 Arcana with my Intelligence."
"He's casting a fireball. You can counterspell."Spoiler: Quotes from the Playground
Adapting published monsters to Eberron: Naturalist's Guide to Eberron Latest: Annis Hag
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2017-11-15, 11:29 PM (ISO 8601)
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- May 2015
Re: The new spell identification rules are terrible.
If you quote me and ask me questions,
and I continue to not respond,
it's probably because I have
you on my Ignore list.
Congratulations.
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2017-11-15, 11:35 PM (ISO 8601)
- Join Date
- Oct 2015
Re: The new spell identification rules are terrible.
The old rules were effectively "everyone automatically identifies every spell, for free, unless they don't see/hear/smell the spell being cast". Kind of like how nobody is going to fail to notice an archer standing in the open shoot someone.
And it worked just fine, because the DM said "This guy casts fireball" and the player went "I counterspell it". There's still some fakeout potential with upcasting and the like, but in general, both sides are just saying what they do and responding with the benefit of useful information.
The new rules just add a clunky formal procedure to things no matter how you play them, because the dm can no longer just say "this guy casts fireball".
The upsides of this rule? Is it actually fun to make someone waste slots on pointless spells when they try to counterspell? Is there actually a problem with people getting momentary foreknowledge of cast spells? Is there really some problem with the barbarian being able to identify spells... when the proposed alternative just makes it more likely that he does it instead of the wizard?
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2017-11-15, 11:48 PM (ISO 8601)
- Join Date
- May 2015
Re: The new spell identification rules are terrible.
You apparently haven't read the thread, because those are not the old rules.
The old rules you're referring to? Those were your own table's house rules.
The old rules for 5e? There were none. None at all.
There was no way to ID a spell as it was being cast until now.Last edited by DivisibleByZero; 2017-11-15 at 11:50 PM.
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2017-11-16, 12:34 AM (ISO 8601)
- Join Date
- Sep 2015
Re: The new spell identification rules are terrible.
I disagree. The old rules were no one identifies a spell being cast at all. There was nothing in the rules that implied this was at all possible.
The new rules just add a clunky formal procedure to things no matter how you play them, because the dm can no longer just say "this guy casts fireball".
DMs (like me) often blurting out what spells with visible effects were as they were being cast was certainly passable on a gamist level, but IMO it went against the (now clear) intent of Counterspell.
Edit: okay, that technically means there were no rules, but I'm still going to stick with my begging the question logic that the new rule demonstrated intent that Counterspell was always supposed to be 'blind'.Last edited by Tanarii; 2017-11-16 at 12:36 AM.
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2017-11-16, 08:50 AM (ISO 8601)
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- Sep 2012
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- Virginia Beach VA
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Re: The new spell identification rules are terrible.
Sure there was. Player says ”Hey, can I make some kind of roll to see what spell he's casting?” and the DM says ”Uh, roll...Arcana, I guess.”
There were no specific rules specifying how to accomplish the task (just like there were no rules on how to recognize Orion, seduce the guard, cook velociraptor, or use your collection of skulls to make armor) but there were also no rules forbidding it. No one would argue that you can't recognize a constellation just because the book doesn't address the question. Well...ok...no one other than some of our friends on the forum here...Junior, half orc paladin of the Order of St Dale the Intimidator: "Ah cain't abide no murderin' scoundrel."
Tactical Precepts: 1) Cause chaos, then exploit it; 2) No plan survives contact with...(sigh)...my subordinates.
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2017-11-16, 09:01 AM (ISO 8601)
- Join Date
- May 2015
Re: The new spell identification rules are terrible.
There were no specific rules because those specific rules were intentionally removed.
So any rules that DMs created were house rules.Last edited by DivisibleByZero; 2017-11-16 at 09:02 AM.
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2017-11-16, 09:11 AM (ISO 8601)
- Join Date
- Dec 2005
Re: The new spell identification rules are terrible.
Ur-member and coffee caterer of the fan club.
I wish people would stop using phrases such as "in my humble opinion", "just my two cents", and "we're out of coffee".
Do not meddle in the affairs of dragons, for they are out drinking coffee and, like, whatever.
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2017-11-16, 09:21 AM (ISO 8601)
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- May 2015
Re: The new spell identification rules are terrible.
Last edited by DivisibleByZero; 2017-11-16 at 09:27 AM.
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2017-11-16, 09:21 AM (ISO 8601)
- Join Date
- Feb 2017
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2017-11-16, 09:39 AM (ISO 8601)
- Join Date
- Dec 2005
Re: The new spell identification rules are terrible.
Ur-member and coffee caterer of the fan club.
I wish people would stop using phrases such as "in my humble opinion", "just my two cents", and "we're out of coffee".
Do not meddle in the affairs of dragons, for they are out drinking coffee and, like, whatever.