this post was submitted on 30 Oct 2023
49 points (96.2% liked)
Dungeons and Dragons
11144 readers
51 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
- Dungeons and Dragons - Art
- DM Academy
- Dungeons and Dragons - Homebrew
- Dungeons and Dragons - Memes and Comics
- Dungeons and Dragons - AI
- Dungeons and Dragons - Looking for Group
Other DnD and related Communities to follow*
- Tabletop Miniatures
- RPG @lemmy.ml
- TTRPGs @lemmy.blahaj.zone
- Battlemaps
- Map Making
- Fantasy e.g. books stories, etc.
- Worldbuilding @ lemmy.world
- Worldbuilding @ lemmy.ml
- OSR
- OSR @lemm.ee
- Clacksmith
- RPG greentext
- Tyranny of Dragons
- DnD @lemmy.ca
- DnD [email protected]
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)
- Be a Decent Human Being
- Credit OC content (self or otherwise)
- Posting news articles: include the source name and exact title from article
Format: [Source Name] Article Title
- Posts must have something to do with Dungeons and Dragons
- No Piracy, this includes links to torrent sites, hosted content, streaming content, etc. Please see this post for details
- Zero tolerance for Racism/Sexism/Ableism/etc.
- No NSFW content
- Abide by the rules of lemmy.world
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
So, RAW here is how a round with a spell is supposed to work:
RAW, Counterspell would occur during that second step. The creature that casts it has no idea what the spell they're countering is, beyond context clues (i.e. they've seen that armored spell caster has been casting spells that heal their allies earlier).
As you said, there are rules to identify a spell. They were added by either Tasha's Cauldron of Everything or Xanathar's Guide to Everything. A character can use their Reaction to identify the spell. This usually means you'll need 2 spellcasters working in conjunction for Counterspell to work with an identified spell.
As for how I run it at my table: I don't. I really don't like it. It's anti-fun, and the awkward pause and wording that's required to cast spells in case someone wants to counter it. There's some equally awkward metagaming thats required if someone accidentally blurts out the name of the spell, and it plays really poorly with how most VTT software handles spells (most just spit them out in the chat for everyone to see). It is just so un-fun that I just ban the spell outright at my table and it makes everything much simpler.
Having said that, if I do play at a table where it isn't banned, we usually go about it as I described above. The Reaction needed to identify the spell is an intentional design decision to prevent spellcasters from identifying every spell cast their way before deciding to counter them, and needing 2 spellcasters to work together to "cleanly" cast it is perfectly fine, in my opinion. Spellcasters are already bonkers in this game, there's no reason to empower them further by letting them save-up their Counterspells until they're absolutely critical.
It's just important that every player is on the same page and doesn't blurt-out their spell names whenever they cast a spell.
I like giving all my spells new names (for example, I was playing a cleric who worshipped the god of bees. Cause light wounds was "sting" in my spellbook) if the dm is down with it. Gives that layer of abstraction and lets me add flavor.
Yeah from what I know it's one of the more commonly banned spells. Personally I just don’t like the idea of banning published content. Making an effort to keep things mysterious until the spell is actually taking effect is a bit cleaner of a solution, and I do like the teamwork aspect of a RAW spell identification + counterspell