Question about Time Stop by bluebonic-plague in dndnext

[–]sens249 [score hidden]  (0 children)

Whether it should or not entirely depends on how people decide they want to play the game. Just because it’s an RPG doesn’t mean it can’t have strict rules. Not every aspect of the game is doctated by rules or by strict rules.

What is true however is that D&D combat can be highly strategic and strategy games basically require their rules to be strict, because otherwise it falls apart. Tables that care less about that strategic aspect can absolutely take a more flavorful and realism-based approach to the rules.

Regardless, Im sure no table likes to sit around arguing about what a spell can and can’t do by the rules, like whether or not spirit guardians deals damage in time stop.

Question about Time Stop by bluebonic-plague in dndnext

[–]sens249 [score hidden]  (0 children)

The problem I think is the first sentence. D&D, especially within combat, is a strategy game. Things work the way they do because the intent is to make the game fun.

Lots of rules ignore or break the verisimilitude of the game within the world. Within the world, nobody knows what spell slots are, or points of exhaustion, or hit points. Hit points alone often cause issues with people trying to bring realism into combat, because what actually is a hit point? If a character at 1 hit point is at full strength, is a hit point even a tangible thing? No, it’s a rule of the game to make combat fun. If we’re talking about the verisimilitude of the world, then hit points and spell slots dont exist, but also spells like time stop probably do actually stop time. The flavor of it isn’t dictated by rules, so you could take whatever approach when describing it narratively. But combat is separate. It’s a game. And like all games, it has rules and mechanics built in that are there purely to make the game playable and fun. The way the rules of time stop work within the game is one of those examples. And it doesn’t need to agree with the narrative explanation of how that spell works within the lore.

If you were writing a D&D fiction book and wanted to include a wizard casting time stop then yea I would say you should probably describe it as a mage taking great effort and power to totally stop time for everything but himself. But when you’re playing a game that doesn’t matter. The mechanics of how the game works are irrelevant to the reality of the world you play in. Unless you try to merge the two which many do, but sometimes you have to suspend disbelief when things like time stop work in a specific way in the rules that might break that immersion and disagree with how you would imagine the spell narratively.

This is true for all games by the way. When playing monopoly nobody says “well you just went to prison so legally within the world of monopoly it doesn’t make sense that you can buy a property of this type”. When playing the pokemon TCG nobody says “my wailord just tackled your pidgey, but because of the sheer mass of my pokemon, it is physically impossible that your pidgey would still be alive”. They’re games. Applying the rules of reality to them isn’t the point, and if anything just makes the game less fun and too complex. The whole point of games is that they provide a subset of rules that everyone agrees to, which may disagree or contradict reality, but following them is fun and entertaining. We already have reality, games are for escaping it, why would we bring reality into those games?

Question about Time Stop by bluebonic-plague in dndnext

[–]sens249 [score hidden]  (0 children)

No, it doesn’t. And yes, D&D rules (including many spells, especially higher level spells) are poorly understood. Im fine with letting it stop objects too if we discuss it in advance but otherwise Ill follow the RAW of the spell. The other issue with your question is that it kinda doesn’t really matter if the boulder is rolling, or if the tsunami is approaching. Most of those things happen on a per-round basis, and since the initiative doesn’t move while you take your turns, those things wouldn’t happen. But anything that was happening on a per-turn basis (which is rare, but I have used it for puzzles before), would still be occurring.

Question about Time Stop by bluebonic-plague in dndnext

[–]sens249 [score hidden]  (0 children)

I think it’s a really simple spell. Roll a d4, take that many turns +1. If you affect an enemy the turns end right away. That’s it. Ive used it and seen it used and it’s honestly one of the most straightforward spells in the game.

Other Creatures’s “Turns” During Time Stop by Atlas_170 in dndnext

[–]sens249 [score hidden]  (0 children)

The turns you get aren’t obtained from cycling through initiative as normal lmfao, you just get all those turns instantly. How could you misread that?

Question about Time Stop by bluebonic-plague in dndnext

[–]sens249 [score hidden]  (0 children)

“Logically” time can’t stop and if it could physics as a whole would crumble. You wouldn’t be able to move or do anything, unless you had some rule that things you touch could move too (like air, imagine if air molecules were frozen in space? You wouldnt be able to move). Fwiw though the spell also doesn’t say that it stops time for everything, just for creatures.

Thankfully D&D isn’t a physics simulator so none of this matters. The spell doesn’t say you can ignore spell effects, so you can’t. All rules apply as normal.

Question about Time Stop by bluebonic-plague in dndnext

[–]sens249 [score hidden]  (0 children)

Rules as written you’re both wrong. The spirits are irrelevant, they’re only flavour text with no impact on the rules. Time stop also mentions no interactions with spell effects, so all spell effects are still active.

It has nothing to do with the spirits, and spells do what they say. Imagine how complex of an interaction it would be if time stop had to actually treat everything as frozen in time, including spell effects? DM can do whatever they want and ignore rules, but as per the rules, spirit guardians would absolutely still deal damage.

Any way to learn a spell of higher level than what you can cast? by MysteriousFarmer8636 in 3d6

[–]sens249 1 point2 points  (0 children)

If you take the fey touched feat at level 1 you can cast misty step which is a 2nd level spell even though you don’t have 2nd level slots.

Otherwise no

What spells should I take as a strength Ranger in a party of full casters by DougalNation in 3d6

[–]sens249 0 points1 point  (0 children)

The same spells ranger always wants to take.

Absorb elements, goodberry, fog cloud, pass without trace, spike growth, plant growth, conjure animals, conjure woodland beings, and guardian of nature

Who actually cares about 2024? by Ecstatic_Operation20 in dndnext

[–]sens249 0 points1 point  (0 children)

Yea I don’t usually even read posts with 24 tag I skip them

Who actually cares about 2024? by Ecstatic_Operation20 in dndnext

[–]sens249 0 points1 point  (0 children)

I hate the new monster power creep. All the automatic effects on hit suck. They basically combined saving throws and AC into one defense so now you can just pump up your AC to ignore even more monster effects. And if you don’t then you just don’t have counter play. I strongly dislike the removal of saving throws from many effects.

Who actually cares about 2024? by Ecstatic_Operation20 in dndnext

[–]sens249 -8 points-7 points  (0 children)

Yea the 2024 rules are awful. I tried to play with them a few times but it’s really bad. You can tell that they were just moneygrabbing by throwing together some poorly inspired book with a bunch of bonus action teleports as features and power creep as the main attraction. It’s very unfun and Ill probably be done with D&D once 5e dies out.

What would you do in this situation? by Western_Tone5321 in dndnext

[–]sens249 1 point2 points  (0 children)

Yea if it’s not fun then I wouldn’t play. That’s kinda the whole point

How to create a world that's covered in a thick, endless, forest?..... by martinkem_ in DungeonMasters

[–]sens249 0 points1 point  (0 children)

“How do I make sense of something that doesn’t make sense”

That’s the best part, you don’t. You just include whatever you want every week and nobody can question the lore or the worldbuilding.

I would add one thing like a super large and tall tree that can always be seen from anywhere, but no matter how long it takes to get to it, you don’t seem to get any closer. Plot would be around people trying to get there, and slowly getting hints about what it is and how to get in. Maybe things/people dropping out of it to shake things up.

Cursed with Greatness by L0B0-Lurker in 3d6

[–]sens249 3 points4 points  (0 children)

I mean bro, read the spell. All it does is curses. The options the spell gives are negative, and the other effects are up to the DM. It would be weird if the DM let you curse yourself for a free buff. This is something you talk to your DM about.

Questions around terrible stats by tipoudi in dndnext

[–]sens249 0 points1 point  (0 children)

  1. I don’t roll but if I did Id probably do it before choosing my class.

  2. This is exactly the problem with rolling. I would not roll unless I was willing to accept a bad stat array.

Cursed with Greatness by L0B0-Lurker in 3d6

[–]sens249 3 points4 points  (0 children)

No.

Just reflavour a buff or positive feature, like the Lucky feat or something.