4 results for "d18f010e56d0bd321c6fd963a109752f"
How are we feeling about 5.5e Heroes of Faerûn's circle magic as a direct, free expansion to spellcaster flexibility and problem-solving, right from level 1?
https://5e.tools/book.html#frhof,5,circle%20magic

Set aside theorycrafting-level options like hours-long Delayed Blast Fireballs for gajillions of damage, or outdated wording of legacy spells like Earth Tremor. Consider some more practical applications.

A level 1 party wants to assassinate some pesky noble from afar. A longbow goes out to only 600 feet, and even that will probably incur disadvantage. No problem: just circle cast Chromatic Orb, Guiding Bolt, Witch Bolt, etc. for +1,000 feet of range per secondary caster. The secondary casters need not expend any spell slots for this.

A level 1 party wants to Sleep the enemy side, but a 5-foot radius is insufficient. A 15-foot radius, though, that might do. A secondary caster tosses in their own action and spell slot, and there we go.

A level 3 party wants to squeeze more out of Detect Thoughts. They get one secondary caster to burn a level 1 (yes, just level 1) spell slot for +1 hour of duration, bringing such a spell up from 1 minutes to 61 minutes.

These are merely level 1 and 2 spells. Who knows what a higher-level party can do?
How are we feeling about 5.5e Heroes of Faerûn's circle magic as a direct, free expansion to spellcaster flexibility and problem-solving, right from level 1?
https://5e.tools/book.html#frhof,5,circle%20magic

Set aside theorycrafting-level options like hours-long Delayed Blast Fireballs for gajillions of damage. Consider some more practical applications.

A level 1 party wants to assassinate some pesky noble from afar. A longbow goes out to only 600 feet, and even that will probably incur disadvantage. No problem: just circle cast Chromatic Orb, Guiding Bolt, Witch Bolt, etc. for +1,000 feet of range per secondary caster. The secondary casters need not expend any spell slots for this.

A level 1 party wants to Sleep the enemy side, but a 5-foot radius is insufficient. A 15-foot radius, though, that might do. A secondary caster tosses in their own action and spell slot, and there we go.

A level 3 party wants to squeeze more out of Detect Thoughts. They get one secondary caster to burn a level 1 (yes, just level 1) spell slot for +1 hour of duration, bringing such a spell up from 1 minutes to 61 minutes.

These are merely level 1 and 2 spells. Who knows what a higher-level party can do?
How are we feeling about 5.5e Heroes of Faerûn's circle magic as a direct, free expansion to spellcaster flexibility and problem-solving, right from level 1?
https://5e.tools/book.html#frhof,5,circle%20magic

Set aside theorycrafting-level options like hours-long Delayed Blast Fireballs for gajillions of damage. Consider some more practical applications.

A level 1 party wants to assassinate some pesky noble from afar. A longbow goes out to only 600 feet, and even that will probably incur disadvantage. No problem: just circle cast Chromatic Orb, Guiding Bolt, Witch Bolt, etc. for +1,000 feet of range per secondary caster. The secondary casters need not expend any spell slots for this.

A level 1 party wants to Sleep the enemy side, but a 5-foot radius is insufficient. A 15-foot radius, though, that might do. A secondary caster tosses in their own action and spell slot, and there we go.

A level 1 party wants to squeeze more out of Divine Favor, Jump, or another brief-duration spell. They get one secondary caster to burn a spell slot for +1 hour of duration, bringing up such a spell from 1 minute to 61 minutes.

These are merely level 1 examples. Who knows what a higher-level party can do?
Draw Steel has something similar, with its Assault the Defenses objective: https://steelcompendium.io/compendium/main/Bestiary/Monsters/Chapters/Monster%20Basics/#assault-the-defenses
However, after having tried it a few times, I think it is sorely in need of reinforcements, a round limit, or both. Otherwise, it stands to degenerate into "just kill the enemies," same as any other combat. I am also not a fan of the all-or-nothing victory condition, and think ICON's method of tallying points is fairer.

Overall, I find "capture zone" scenarios much more satisfying than conventional combats. Yes, this is taken straight from wargames, but I do not have a problem with that; I think the idea can be ported from wargames to grid-based tactical RPGs well enough. Do you have any experience with these scenarios, and if so, how do you like them?