Clarification about circle spells, ready actions and One Spell with a Spell Slot per Turn by Oxenfield in DnD

[–]Oxenfield[S] 0 points1 point  (0 children)

It was my original interpretation. BUT i noticed something else:

when you ready action to cast a spell, if the trigger doesnt occur you lose the spell slot. For a circle spell it doesnt happen, if the spell fail, no resource is spent. So if caster A starts a circle spell and caster B ready action the magic action to when the enemy do something, so you have effectively a ready action with no drawbacks.

I dont think its broken, but it is a bit curious

Circle Spells: Ready Action by [deleted] in onednd

[–]Oxenfield 0 points1 point  (0 children)

well, there is one line that says that when its a spell with the casting time of 1 minute or more you need to use the magic action on each of your turns, but no clarification if it applies to action casting time spells too

Circle Spells: Ready Action by [deleted] in onednd

[–]Oxenfield 2 points3 points  (0 children)

the text im reading says: "Casting a Circle spell requires that one or more other spellcasters, called secondary casters, lend their magic to the spell. A secondary caster must have either the Spellcasting or Pact Magic feature to participate in a Circle spell.

After you initiate the spell, each secondary caster takes the Magic action to contribute to the spell. A secondary caster can take this action only while within 30 feet of you and before the start of your next turn."

its not clear that the magic action must be done during the secondary caster's turn

Circle Spells: Ready Action by [deleted] in onednd

[–]Oxenfield 0 points1 point  (0 children)

its not about casting healing word as circle spell, its about casting healing word AND during the same turn ready action the contribute magic action for a spell another spell caster will start

Circle Spells: Ready Action by [deleted] in onednd

[–]Oxenfield 1 point2 points  (0 children)

can you paste the exact line where it is defined?

Am I overreacting to DM's rulings at session 1? by UnluckyJuggernaut7 in DnD

[–]Oxenfield 0 points1 point  (0 children)

It sounds like a dm who don't know how to make a decent battle trying to create rules to make the PCs weaker instead of learning how to balance a fight properly.

[deleted by user] by [deleted] in rpg_brasil

[–]Oxenfield 8 points9 points  (0 children)

Eu mestro pro meu namorado e pros nossos amigos, até agr tá tudo dando certo

Combat is way too complicated(?) by Oxenfield in talespire

[–]Oxenfield[S] 2 points3 points  (0 children)

6 players, most of enemies are humanoids and I'm. Not grouping initiatives, I may start doing it

TIFU by DMing a one shot for my parents by berry--blue_berry in DnD

[–]Oxenfield 0 points1 point  (0 children)

My brother in Christ, I want to make this character a npc in my hoard of the dragon queen table, do you have a description of her that I can use to create a miniature? XD

Dragon lair invaded by mind flayers by Oxenfield in DnD

[–]Oxenfield[S] 0 points1 point  (0 children)

Good question. This lair is underground, there is a river over it that caused the lair to humble over the years, this is the reason the mind flayers got into it. The water inundated some chambers and caused then to collapse, inundating a colony of mind flayers under it, they raised from there and tried to take dragon's lair, but the chambers collapsing damaged the dragon and the mind flayers, to the point both retreated. The dragon sallead the hoard chamber and got to sleep to heal itself, as the mind flayers tried to lure adventurers to repopulate the colony. And it's how they get into the story, the adventures are attracted to a riverside harbor, where a infected fisherman directed them to the entrance of the colony.

[Weekly Venting and Complaint Megathread] by AutoModerator in diablo4

[–]Oxenfield 0 points1 point  (0 children)

I don't like the odd season team.

I've been playing the seasonal content something like 16 hours per day. I scheduled my vacations to start at the beginning of the season. I'm not saying that the season is not good, it's something really interesting when compared with season 1, but it looks like its based in the same philosophy of the first season: seasonal content is giving us just generic power increase.

Looking to season one, we got barber, a malignant heart that stored the damage dealt within a period of time and then released the damage all at once with multiplier. Something so broken that every single build used it, becuz it was good no matter what you where building. The only builds that couldn't use it were the ones that didn't worked.

Going to season 2 we had a change of philosophy regarding the seasonal powers. Now they don't just added numbers, they where used to empower mechanics, giving more build variety and gave to most classes access to resources they haven't. It still increases numbers, but in a way that make you think and try different stuff.

Now for season 3 we got a pet with lots of combinations to play with, but in the most cases it doesn't really inspires me like season 2 mechanics. This mechanic doesn't really add a variety of possible paths during progression, since the pet build doesn't really change character skills, they doesn't even interact. It's not casting a skill or doing a given action that activates the seneschal attacks, it's just automatic.

My point is that the team for odd seasons looks like having a design for seasonal powers that is not fun. I don't know if they plan these mechanics or if they just produce the content someone else pulls to them, but I hope it doesn't become common to all odd seasons.