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Should the Dungeon Master be able to Counterspell their players?

🕑 Added 2023-05-03 09:39:42 +0000 UTC
Should the Dungeon Master be able to Counterspell their players?

Comments

SylvieTG

If you look at the rebalanced Alhoon between its original appearance in 5E and the version in MotM, there was a general rebalancing of spells available to it and how often they can be used - with normal, non-spell attacks being upgraded substantially. Their Counterspell was removed and replaced with a more limited version of the ability that only works on level 3 or lower spells and also does not cause the spell slot to be lost by the player. If you look at the rebalance overall also, they were given more control over the damage and more ability to go after multi-turn effects in the hands of a skilled DM. Gone is Disintegrate, a single target spell, here to stay is a twice a round 8d6 force ranged attack - which can be used to farm concentration checks that most multi-turn effects need. Since it's twice a turn, you can roll the first attack, see if you get a concentration break - then roll the second attack against the same or a different person. One of the assumptions of higher-level encounters is that you've been DMing for at least a month or two by the time they happen and therefore you have a good understanding of how to game the mechanics yourself. You understand things like using cover, farming concentration breaks, and using abilities like Mind Blast effectively. I'm just using Alhoon as an example because the rebalance is very clear there around Counterspell, specifically.


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