Hipsters & Dragons

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Tag: overpowered

Hypnotic Pattern is Broken. Here’s How You Fix It!

So you’ve been playing some Dungeons and Dragons and one of your PCs keeps deciding the encounters before they’ve even started by pulling out a glowing stick from their components pouch and weaving the 3rd level illusion hypnotic pattern. Suddenly half the bad guys are standing limp-limbed and drooling on the battlefield, completely helpless as their buddies are butchered with ease by the adventuring party. The bad news for them is they’re next!

Hypnotic Pattern vs Fireball

Fireball is one of D&D’s most powerful spells relative to the spell slot required (…so powerful that some argue that the whole structure of player advancement in 5e is based around it. Every player class gets something awesome at 5th level to balance the wizard’s newfound access to this orc-incinerating fan fave), but against any challenge 2 level baddie or beyond, hypnotic pattern is considerably more powerful. Both are third level spells, but whilst shaving hit points off an ogre is all well and good, incapacitating them for an entire minute is several notches better. Fireball does have a slightly better range – 150 feet plays 120 feet, whilst its superior area of effect, a circle with 20 feet radius (1256 square feet area of effect), vs hypnotic pattern‘s 30 feet cube (900 square feet surface area), means that fireball is still the weapon of choice for mopping up mooks. However, where fireball starts to fade against tougher foes, hypnotic pattern is just as deadly to high level monsters as low level ones. Do you want to do 28 damage (14 on a save) to four giants or incapacitate two or three of them for a minute? It’s a no brainer.

More dangerous than fireball…

Hypnotic Pattern vs. Other Incapacitating Spells

We can find further proof that hypnotic pattern is an overpowered game design error when we look at it against similar ‘incapacitators’ that make up the 5e wizard’s spellbook… so let’s do that.

Tasha’s Hideous Laughter (1st level)

An underrated little spell, it affects one creature and confers both the prone and incapacitated conditions on a failed Wisdom saving throw. Its power is kept well in check by the fact that it requires concentration, and that the target can repeat its saving throw at the end of each of its turns. Interestingly the effects do not end automatically when the creature takes damage, but every time it takes a hit it can make an additional saving throw with advantage, so more or less they do in fact end when it takes a hit. Range is 30 ft.

Blindness / Deafness (2nd level)

A bit of damp squib, this is barely better than tasha’s hideous haughter, if at all. On a failed Constitution saving throw, it confers blindness on one creature within 30ft. The condition of blindness however still allows the opponent to attack (albeit with disadvantage) although the one major pro it has over THL is that damaging the creature doesn’t provoke an additional saving throw, meaning its open season for attack rolls. The victim however does get a repeat saving throw at the end of each turn though, meaning it’s unlikely to work for more than one or two rounds, making the duration of one minute more or less irrelevant. A minor pro is that it doesn’t require concentration. It could also be used creatively to intimidate someone, trick an troll into walking off a bridge or whatever… provided you can do so in 0-12 seconds.

Hypnotic Pattern (3rd level)

After a balanced first level spell and an underwhelming second level spell we make the jump to super-fucking-overpowered third level spell… from a range of 30 feet we suddenly rocket up to 120 feet, and from affecting just one creature we go to affecting anyone in a 30 foot cube. If you’re using a tabletop grid of 5 ft squares that’s 36 squares and up to 36 medium-sized creatures. But that’s not even the most overpowered part… the worst is that creatures affected by this spell get no repeat saving throw (Wisdom) at the end of their turn. They are incapacitated and charmed (sidenote: I’m not really sure how these two conditions are supposed to work in combination! The spell describes a ‘stupor’ and I wonder if the charm aspect is more aesthetic – creatures lulled into hypnosis – than a condition) and therefore can’t do anything for the spell’s duration, ie. one minute or 10 turns of combat. There is the proviso that a creature that takes damage is then freed from the spell’s effects, and that another creature can use an action to shake the creature out of their stupor… and finally the spell does require concentration, but still… this is not balanced.

You could say but a third level spell is supposed to be a lot more powerful than a 2nd level one, but then again you can cast blindness as a third level spell and you get to affect one extra person… not up to 35 more as with HP, and you’d still have the crappy range and repeated saving throws.

Meanwhile we’ll see further proof of unbalance when we look at the 4th level ‘incapacitator’ confusion.

Confusion (4th level)

We’ve just gone up a level in terms of spell slots but already the range has gone down to 90 feet, whilst the area of effect is now a 10 foot radius which equates to a surface area of effect of 314.16 square feet… so just a little more than one third of that of hypnotic pattern. That’s a massive downsize, when we should be expecting a massive upsize. Something’s wrong! Once more the effects hinge on a Wisdom saving throw. If failed the victim rolls a d10 to determine what random stuff it gets up to. I simplify but it basically has about 80% chance of losing its turn and 20% chance of being able to act normally (despite having just failed its saving throw). The duration of the spell is one minute, but again that’s irrelevant as the creature can make a repeat saving throw at the end of each of its turns.

In each of range, area of effect, power of effect and duration of effect confusion is an inferior spell to hypnotic pattern… and a massively inferior one at that. And by the way, confusion is not a bad spell at all! I would personally get rid of the table result where the creature behaves as normal (easily done, just roll a d8 on the table instead of a d10!), otherwise it feels pretty well balanced. Hypnotic pattern should probably be a 5th or spell as it stands, and even then it would be considerably more powerful than the 5th level hold monster .

Playing By The Rules

If, despite the irrefutable proof I’ve just given you that the spell is broken (which would be like believing The Force Awakens is a good film after reading my article on why it most definitely isn’t. I’m linking to it now because I’ve just been tortured by The Last Jedi… new film, same problems), isn’t enough for you to remove it from the the table you could try to deal with it via pedantic interpretation and/or enemy strategy. Starting with the former, the spell description says: You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw.

It might depend on the circumstances but on a chaotic battlefield for example it would be fairly reasonable to judge that any creature in the area of effect might simply be looking the wrong way at the wrong ‘moment’. Roll for each creature and on a 5 or 6 they don’t even see the pattern and don’t have to roll a saving throw.

The enemy strategy approach would be to rain blows down on the spellcaster every time they cast it so that they lose concentration and the spell ends. If a PC is constantly using hypnotic pattern spread your bad guys apart and make sure they have spells and ranged weapons.

Hipster’s Rule Fix

How should hypnotic pattern work… here is my revised version.

Hypnotic Pattern (hipster remix)

3rd level illusion

Casting time: 1 action
Range: 60 feet
Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
Duration: Concentration, up to 1 minute

You create a twisting pattern of colors that weaves through the air inside a 20-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. The spell also ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

****

It’s still probably more powerful than confusion, and you might want to use my ‘pedantic interpretation’ above and rule that creatures in the area of effect who roll a 5 or 6 on a d6 are lucky enough not to see this momentary hypnotic weaving pattern.

Anyway hope that helps. If you love spells stay tuned because you’re going to love the next post, where I review Elminster’s Guide to Magic.

By the way I also homebrewed some spells you might like. They are part of a spellbook that in turn will form part of an adventure I intend to publish soon. Do follow on Facebook or subscribe to keep in touch…

Is Paladins’ Divine Smite Overpowered?

Regular readers of this blog (hypothetical beings of extreme awesomeness) will know that I like to have a little bitch and moan about elements of the game that – in my gaming experience at least – have proved overpowered, creating imbalance in the gameplay.

Under my probing microscope I’ve analysed and dismantled the lucky feat and come up with ways of dealing with problematic spells like banishment and counterspell. In fact I’ve been so efficient in dealing with the peccadillos of 5th edition that I’m surprised Mr. Crawford hasn’t looked me up and offered me a job on the 6e team. It’s duncan@hipstersanddragons.com in case you’re trying to reach me Jeremy.

Today’s topic is a pet peeve of mine: Divine Smite.

I once made the mistake of asserting that the Paladin class is overpowered on a large Facebook forum and, whilst a few people heartily concurred with me, the majority shot me down with lots of assumptions about how I was playing the game all wrong, but little in the way of convincing argument. Since then I have detected a massive communal Paladin love-in with both players and game designers alike, which might account for why this class is the only one that has it all in their locker: fighting ability, spellcasting, some of the strongest features/powers in the game and – in the Divine Smite ability – the potential to do mega damage.

Every 5e Paladin ever… (Image from Orclabs.)

The Paladin class in general I’ll bitch about in a separate post, but let’s take a specific look at Divine Smite (p.85 Player’s Handbook). Using a 1st level spell slot you can 2d8 damage extra damage with a melee attack that hits, and an extra d8 on top of that for every spell slot above 1st you are willing to expend.

At first it doesn’t look outrageous. After all you have to sacrifice a spell slot, but why it turns out being too powerful is because it’s a melee attack and spell attack combined. It allows you to effectively cast a high damage spell without expending an extra action and with no saving throw, and in fact once the Paladin gets multiple attacks he can in effect have two melee attacks and cast the equivalent of two spells all in one round. The result is that a Paladin at 9th level attacking with a longsword can do a total of 10d8 damage (+ str modifier doubled) against a baddie in one round with no save (ie. two attacks at 1d8 [longsword] plus 4d8 [3rd level spell slot] each). If his opponent is undead – and who hasn’t fought in a campaigns where every foe was undead? – that goes up to 12d8 total. When the Paladin gets improved Divine Smite at 11th level he could deal 14d8 damage in one round to an undead foe. In all these cases he has to hit with both his melee attacks, but by 9th level that’s pretty likely against most monster ACs.

After that the 9th level Paladin can use up two of his 2nd level spell slots to do another 8d8 (10d8 if undead) the following round, and then back that up with another 7d8 (9d8) in the third round of combat, and then 6d8 (8d8) and still have a spell slot left. Which basically means that one character of the party gets to take down the biggest monster of the day every day, whilst the others twiddle their thumbs. Which is just a bit boring, if you’re not the one playing the Paladin.

The only thing vaguely comparable in the game is the Rogue’s sneak attack, but that can only be dealt once a round, even if the Rogue gets a second attack (which he might if they use their bonus action to attack with an off hand weapon), meaning at 9th level a Rogue is limited to 6d6 damage (1d6 shortsword + 5d6 bonus damage). Of course the Sneak Attack never runs out, unlike spell slots, but unlike smite it does rely on the right circumstances (having advantage, or an ally distracting the target) and is pretty much the only thing the Rogue has going for them vs. the Paladin’s durability and other divine powers and spellcasting options.

Maybe if your Dungeon & Dragoning only consists of waking up in the tavern and then fighting a large and unlikely succession of monsters on the road day after day (so DnD 1.0!) it might not prove to be too overpowered, as the spell slots would get burned up after one or two combats. But if you just fight two or three times in an adventuring day it basically means the Paladin in the party will be deciding the most important battle of the day with Divine Smite every time.

Hipster Rules Fix

Is there an easy fix? I would suggest two or three things that could easily reduce the impact of Divine Smite without Paladin PCs feeling they are getting nerfed.

The first would be limit its use to one time a round, like Sneak Attack. That means they can still do the same damage per spell slot expended but – in the case of fighting one big bad boss – not before at least some of the other PCs have a chance to contribute to the fight, as well as letting the big bad boss actually have a chance to show off his own abilities, making for a tenser, better fight.

It would also mean less dice rolling per round, something that has a negative effect on gameplay as others look at their watches while the Paladin PC finishes calculating the massive damage of their first smite of the round and then gathers up all the d8s on the table for the second… super tedious!

(I’ve just considered the possibility of a Paladin using an off hand weapon as a bonus action and getting a third smite per round… *shudder!*).

I would also suggest that a Paladin should only be able to use a maximum of half their spell slots of any given level to deal Divine Smites, rounding up. So a 9th level Paladin could do 2 x 1st level smites, 2 x 2nd level smites and 1 x 3rd level smite. This has the added benefit of forcing the Paladin PC to be more interesting and use some of their actual spells rather than just turning into a damage dealing machine.

Also you should definitely rule that Divine Smite can only be invoked using Paladin spell slots, something that is not clear from the Player’s Handbook. Unless you’re trying to break the game that is a no brainer, as how could you channel divine power via picking up a spot of sorcery?

I’ve also seen a lot of people on forums mention that they always wait until this score a critical hit to use their smites. As a DM I would rule that Divine Smite damage doesn’t double up on crits… scoring a critical hit is a physical thing, striking the enemy in just the right place at just the right time, and it doesn’t make sense that divine energy would in anyway be reliant on that. In my imagination at least the righteous power of the god is summoned and flows through the Paladin’s weapon in relation to the Paladin’s spiritual power (ie. what spell slot he extended) and it flows in the same strength no matter how sweetly or not the blade strikes. But maybe that’s just me being a spoilsport.

Alternatively you could rule that the PC has to declare if he will use Divine Smite should his attack hit and what spell slot he will expend in that case. This would rule out cynical attempts to do insane damage, but still allow for the fun of a mega critical hit.

Ok hopefully these fixes help balance the game, whilst still keeping your Paladin PC more than potent enough to wreak havoc in the next session.

While you’re here did you check out my post on phobias? It’s a fun way to add some flavour to your PC! And don’t forget never to do these 11 irritating thing as a D&D player!

Is The Lucky Feat Broken?

I’ve prefaced many an article with how well-balanced I think the 5e rules are, and the more I play, the more I realised how spot on WOTC got things… well apart from Counterspell, healing rules, Paladins (in particular their divine smite ability), and a few other bits and pieces.

One – inexplicable – thing that blows my mind though is how the Lucky feat survived playtesting. Every single one of the four Dungeon Masters in my group has banned it from the table (the only change to the official rules we all agree on!); and if you do allow it you’ll find that once one player has it, every other player will cotton on how powerful it is and select it too, meaning a highly irritating slew of (unnecessary and overly influential) extra dice rolls during every session.

That time you rerolled your charisma check…

Before I complain any further, let’s take a look at it (p.167, Player’s Handbook):

***

Lucky

You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

***

For newbies at first glance perhaps it doesn’t seem too overpowered… after all there are plenty of great feats, and your other option of course is to add 2 to a key ability score that will get you plenty of extra pluses as you go.

However consider this. Inspiration (p. 125, PH), which gives a PC advantage on a key roll during an adventure, is supposed to represent that magical stroke of luck heroes get during crucial moments. That fortune of the brave that helps ensure when they jump from a burning building with the true-born infant king in their arms they don’t splat onto the floor, but expertly roll with the fall, cradling the babe in their arms. Inspiration is a hard earned reward (p.240, DMG), given sparingly to PCs, usually for true-to-character roleplaying (especially roleplaying that puts one at a disadvantage), major goal achievement or epic heroism. As it’s only really designed to settle that adventure-hinging moment, not consistently influence play, only one inspiration “point” can be “stored” at a time. All-in-all it works perfectly as a game mechanic – it’s a powerful reward, for extraordinary deeds, to be used at a key juncture in your party’s story.

And then in walks Lucky feat… and ruins everything.

To select Lucky feat is to essentially be granted unearned inspiration three times a day, and goes against everything the game designers planned for inspiration itself. In fact it’s several times more powerful than three times inspiration because, unlike with inspiration, which you need to declare you’re using before you roll, with Lucky you can wait until the die is cast to decide if you’re going to force a re-roll. That makes it worth more like 5 or 6 inspiration “points” a day, as you get to use it only when you’re sure you need it.

To select Lucky feat is to essentially be granted unearned inspiration three times a day, and goes against everything the game designers planned for inspiration itself.

The result is that any PC with the Lucky feat dictates their own success all too often, in not just a key juncture, but in three big moments a day, when usually they would have failed, perverting the flow of the game in their favour, and often isolating them from ever having anything bad happen to their character. No one likes failing a crucial saving throw, attack roll or ability check, but failure, and the chance of failure, is also a lot of what makes D&D fun – and how you deal with it as a party is similarly often what makes the game memorable and unpredictable. I probably don’t need to tell you either that the larger your chance to failure, the more fun success is when it happens… something else that gets lost when you try to stack the odds.

The exact extend of how overpowered / broken the feat is does depend a fair bit on how many encounters you tend to have at your table a day. My group tend to favour a more realistic flavour of D&D, meaning just one or two encounters during your average day of adventuring at which point Lucky borders on ridiculous in its ability to define key moments. However even if you play hack and slash dungeons with multiple encounters a day I would vote taking Lucky off the table… aside from being overpowered it doesn’t add any flavour at all – it’s a bland catch all that makes you more powerful in any field at any time –  and is essentially a cop out for players unable to deal with adversity.

Lucky Feat variants

If you want to keep Lucky but fix it somehow, here are some suggestions on how to deal with it.

Option 1. Have the player roll a d4 minus 1 after a long rest to determine how many luck points they have for the day ahead (ie. they roll a 4 they have 3 luck points, a 3 = 2 luck points, a 2 = 1, and roll a 1 and they have zero luck points). This gives them an average of 1.5 luck points a day, instead of 3… and this way you get to test if they really are that lucky!

Option 2. Alternatively, if you are a bit more generous than I am, then you could have them roll a d3 simply, giving them 1-3 luck points a day and an average of 2.

Option 3. The PC still gets 3 luck points a day, but instead of forcing a reroll they have the option, after the dice is rolled (but before outcome is determined) to use a luck point to add 1d4 to their original roll. This means that three times a day the PC can turn a narrow failure into a narrow success – with a bit of luck! This better represents what it means to be lucky in my opinion, and is probably how the rules should have been written. It’s still a massively powerful feat, but it can’t turn extreme failure into victory any more.

 

Right, I actually really love feats in general, and they are an awesome way to power up your character whilst giving them more flavour at the same time… so I’ll be back with some more thoughts on best feats for different classes soon! Stay tuned.

Is Banishment Overpowered? How To Deal with Banishment as a DM

Aside from Counterspell, which I dealt with in an earlier post, another problematic spell in 5th edition Dungeons & Dragons is Banishment. In fact like Counterspell it also makes DM David’s top four irritating invocations in the game. In his words:

Banishment lets players split combat scenes into two parts. In part one, the wizard or cleric banishes the toughest foes so their party can gang up on the outnumbered mooks in a one-sided romp. In the second part, the banished creatures spring back into reality and the party ambushes them. A potentially compelling fight turns into a rout followed by a dreary murder scene.

This is exactly what happened when I was Dungeon Mastering the other day and I came across the spell as a DM for the first time. The party’s camp was attacked at night by a band of orcs, led by an orc eye of gruumsh and a pet cyclops. The fight started interestingly enough with my cyclops scoring a critical hit on the party’s almost indestructible paladin, but the minute the party’s sorcerer cast Banishment on the cyclops the fight was over as a contest. Orcs were routinely mopped out of existence after which the cyclops rematerialised surrounded and outnumbered. The subsequent dice rolls were pregnant with the weight of their own pointlessness.

Up in a puff of smoke…

I was pondering how overpowered and frustrating the spell was after the session and so looked it up to see if somehow we weren’t missing something… and indeed we were. A closer look at the material components of the invocation (p. 217 PH), reveals that “an item distasteful to the target” is required to cast it. Now, I’m a pretty liberal DM when it comes to components. If the costs aren’t prohibitive I assume the caster in question keeps a reliable stock of whatever bits, bobs, nuts and guts they are likely to need during the course of an adventure. However this component requirement clearly demands some knowledge of the intended subject of the spell and varies completely depending on the target. And so I’ve informed my players that if they want to cast this spell in the future they are going to do some legwork on their opponent and then after go out and acquire an appropriate ingredient for the spell to work. In other words it’s nerfed… and all according to the rules!

Of course it’s up to you as DM how strictly you want to enforce this rule, and what breaks you give your PCs… maybe some kind of nature or knowledge check could determine if a character for example knows that orcs hate elves, and therefore if they have something elven on them they could go ahead and cast Banishment successfully. But overall, a strict interpretation of this material component will help seriously reduce the otherwise over-effectiveness of a potentially very problematic spell.

One final thing to note is that Banishment does require concentration, so if the PC in question casts another spell that requires concentration the baddie they just banished will pop back into existence. Similarly if the bad guy’s buddies are smart and rain blows on the caster the chances are they will quickly lose concentration and the banished boss will reappear.

So there you are… problem solved? Let me know your thoughts and experiences!

Ps. if you feel the component aspect is too arbitrary and open to interpretation and you would rather go with a rules fix, I would suggest – something similar to DM David’s suggestion – that the Banished creature returns in 1d8 rounds, in a random direction, between 5 and 50ft feet (1d10 x5) of the spot they were banished from. And they must materialise in a space (not in a wall etc.). Or you could simply give them a saving throw to return at the end of each of their turns. Just give your players advance warning of any rules changes you want to enforce and allow them to change spells if they feel that they don’t like your amended version.

Is Counterspell Overpowered? How To Deal With Counterspell as a DM…

Is Counterspell overpowered? The answer is probably yes. Using just a reaction (ie. you can still use your own action to cast another spell or attack!), and a third level spell slot (minimum), you can negate the effect of any spell of 3rd level or lower cast within 60ft of you, and you have a decent chance of bringing higher level spells to a grinding halt as well.

During a recent encounter our poor Dungeon Master grew quite frustrated as the sorcerer in our party rendered a high level cleric powerless, by negating a succession of dangerous spells that would have put the combat right in the balance, all with just a couple of 3rd level spell slots. Maybe that’s why DM David voted it one of the four most annoying spells in D&D!

Counter this beeactch... (Artwork by Biffno on Deviantart)

Counter this beeatch… (Artwork by Biffno on Deviantart)

As a Dungeon Master the spell carries a double annoyance. It can make it harder to judge how tough to make encounters (if Fire Storm takes effect the party is going to be in a lot of trouble… if it doesn’t it could turn into a cakewalk), and from a story point of view it can replace epic happenings with the empty hiss of arcane magic fizzling out into nothing.

Of course you could simply ban the spell from the table, but that can feel pretty rough on those who consider it a key weapon in their armoury, so let’s look at some ways you can legitimately prevent it from getting overpowered without changing the existing rules.

1. Perception Check
The caster of Counterspell has to be able to see the caster of the spell they are trying to interrupt. But let’s remember that they don’t get a little notification in their inbox saying “someone within 60ft of you is trying to cast a spell, would you like to try and counter it?” Just because it’s possible for character A. to see character B., ie. there is a clear line of sight, doesn’t mean that character A. was looking in that direction at exactly the right moment. Unless the character in question was unquestionably focused on the caster have them roll a Perception check to see if they notice what the hell is going on. On a chaotic battlefield with multiple casters I’d recommend a DC of around 15.

2. Don’t Automatically Reveal What Spell Is Being Cast
If you know one or more of your players has Counterspell up their wizards’ sleeves, then be smart. Don’t declare what spell your NPC is casting. Simply inform your player(s) that they see a creature (if indeed they do see them… see points 1. and 2.) about to cast a spell, and have them roll an Arcana check DC15. If they pass they correctly guess the spell being cast, otherwise they have no idea and have to gamble whether or not to use their spell slot to try and counter the spell on what might just be a magic missile or cantrip. What’s more if the character has never seen the spell cast before give them disadvantage on their Arcana roll (if they have seen it plenty, or frequently cast it themselves, you should probably give them advantage). If you want to be really mean roll for them privately, behind your screen, and feed them misinformation when they fail their roll. This way they never know for sure, because even when they pass the check and you tell them the truth, they don’t know they passed the roll, so can’t be sure to trust their character’s assessment.

3. Make The Players Act Instantly
The uncertainty caused by point 3. will create a lot hesitation… snap your fingers, and if they haven’t decided tell them they’re too late! They just lost their reaction. Better luck next time. (That is if they survive the Lich’s Power Word Kill… mwah ha ha ha!).

4. Get The Rules Right
When the spell being cast is higher than the spell slot being used to interrupt it the Counterspeller must make a DC check of 10 plus the spell level. They can add their spellcasting ability but NOT their proficiency bonus. (I mention this because we got this wrong on our table and indeed our frustrated DM might have got off at least one more spell if we had this clearer! There is actually a skill called Improved Abjuration available to Wizards who follow the School of Abjuration who reach 10th level that enables them to add their proficiency bonuses to this roll [p.115 of the Player’s Handbook]… chances are your players don’t have that!).

5. One Reaction A Turn Max.
Remember the spell does take a reaction. And every character only gets one reaction a round. So if they’ve cast Shield already for example, or indeed another Counterspell, or used Uncanny Dodge to halve some damage (if they are multiclass Rogue), then they’re shit out of luck.

6. Fight Fire(ball Extinguisher) with Fire(ball Extinguisher)
One other very obvious way to fight the power of Counterspell is to arm all your NPCs casters with it as well – a particularly good tactic if you want to persuade magic using characters on your table to drop it from gameplay altogether, as you’ll soon see them get frustrated when their own spells fizzle out and the combat is decided by the fighters in the party. (Do note however, despite some DMs arguing that you can, you should not be able to Counterspell a Counterspell. Aside from the ridiculousness that would ensue, that would also involve casting two spells simultaneously, which is not only against the rules, but also against common sense. Additionally CS is so fast there’s no way you could react to it… most spells take several seconds to cast, CS takes a split second. More on this in the Comments section below).

Hipster Rules Fix

If, after applying all these factors to your gameplay, you still feel that the spell is overpowered let me suggest the following rules fix. Instead of setting a DC, the CS caster must contest the original caster each using their spellcasting ability modifier. If one of them is using a higher spell slot than the other, they get +2 modifier per slot higher.

Eg. Gandalf is a wizard with Intelligence 18 (+4 spellcasting modifier) and seeing the dastardly Harry Potter (Intelligence 16, +3 modifier) preparing a nefarious incantation he successfully rolls Arcana to recognise it. It’s the level 7 Finger of Death spell! Gandalf uses his highest spell slot left, a level 6, to try to counter it. He rolls a 15, which becomes 19 with his spellcasting modifier. Harry rolls 13, plus his own spellcasting modifier of 3, and an additional plus 2 as his spell is one level higher than the slot being used to counter it. His total is 18 (a draw would result in the spell being cast). Gandalf succeeds in his counter… just.

In my rules fix there’s also no such thing as an automatic counter, so you should roll/contest if even if you are countering a spell using a higher spell slot, getting +2 on your roll per slot level higher you use. (Otherwise a higher level wizard would systematically destroy a lower one without a chance, which is against the spirit of D&D).

Personally I quite like Counterspell, probably because I currently play as a multi-class Fighter / Rogue / Wizard, and it gives me a chance at least to avoid seriously nasty spells of magic users before engaging them in melee, where I have the upper hand. As someone with a long history of failing saving throws I really enjoy getting a second chance to avoid some excruciatingly annoying effect that is going to take my character out of the game for the rest of the encounter…

Plus this guy has some good advice on making it fun!

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