this post was submitted on 30 Oct 2023
49 points (96.2% liked)

Dungeons and Dragons

10803 readers
3 users here now

A community for discussion of all things Dungeons and Dragons! This is the catch all community for anything relating to Dungeons and Dragons, though we encourage you to see out our Networked Communities listed below!

/c/DnD Network Communities

Other DnD and related Communities to follow*

DnD/RPG Podcasts

*Please Follow the rules of these individual communities, not all of them are strictly DnD related, but may be of interest to DnD Fans

Rules (Subject to Change)

Format: [Source Name] Article Title

founded 1 year ago
MODERATORS
 

Just a note in case anyone is worried I’m adding a mage to every encounter, I very rarely use counterspell against my players; it’s one of the spells I consider to have high “fun-ruining” potential.

I’m struggling a bit to decide on how to handle this interaction in a way that feels fair. From my understanding RAW, a character doesn’t know what spell is being cast. I think you can use your reaction to make an arcana check to discern it, but of course then you can’t counterspell it. For enemy spellcasters I generally describe what’s being cast, instead of naming the spell right away, but it can slow combat down, and is a bit one-sided since when a player casts a spell they lead with “I cast X”. This leads to an imbalance where I’m aware of what’s needed to counterspell something while the players are not, and can cause some awkwardness trying to decide how to play around that without metagaming.

I can think of a few different ways to handle this, each with its own drawbacks, but I’m curious to hear what y’all do at your tables!

you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 2 points 9 months ago (1 children)

I've heard of people implementing a rule where a spell being counter spelled doesn't make them lose their turn. The person who is counter spelled loses the spell slot and the ability to cast leveled spells that turn, but doesn't lose their action. Seems kind of a fun side step to the RAW rules.

[–] [email protected] 1 points 9 months ago

That’s an interesting idea, and I can definitely see some groups liking that, but I don’t think it’s for my table. It would end up buffing enemies and skew balance towards casters. I do think it could be an interesting trait for a boss though, to represent especially potent spellcasting ability