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Level Up: Advanced 5th Edition (A5E)
Spike Growth and you
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<blockquote data-quote="evildmguy" data-source="post: 8853425" data-attributes="member: 6092"><p>This came up in the game last night. I don't use 5E much but my group has compromised on LU and enjoys it. I did go looking for an answer and found the "Command and Spike Growth" thread but this is more specific to Spike Growth. </p><p></p><p>Spike Growth seems to be straight from the 5E PH and I find it very ambiguous. I'm going to explain our questions, what we did, and then ask what others did. </p><p></p><p>I think what I don't like about 5E, which is also 1E/2E, is how little the designers talk about the ideas behind something. Take Spike Growth. Is it meant to be offensive and cast on top of people? Or is it meant as defensive, cast on an area that the enemy will go through? The wording implies that anyone in the Spike Growth knows it is there, so doesn't need to make a Perception check. The Rare version then muddies that by saying it can't be noticed until it inflicts damage. Even if they started in the area? </p><p></p><p>Then, does this really not allow for any way not to take damage? That seems really powerful for a second level spell. If that's the case, why don't those in the area take damage when it appears? </p><p></p><p>In the end, we decided this. The spell is meant as a defensive spell, put in an area an enemy might move through. They can make a Perception check to notice it before moving through it. If they start in it, they don't need to make a check as they know it's there and don't take damage unless they move. Once they know it is there, they can either avoid the area or move at half speed as if difficult terrain through it to avoid damage. This worked well and did what they wanted, which was delay the bad guys an extra round from getting to them. </p><p></p><p>Some things not covered that we discussed. I ruled since it is a concentration spell, the druid can move it on his turn within range. Anyone in the area where it was or moved to knows it is there. Outside of it, they need to make a Perception check again to figure out it moved. This is a house rule of course, merely explaining what I did with it. </p><p></p><p>With the rare spell, we talked about it, and outside of the area, it takes damage to know it is there. Even if you are in the area, it takes a Perception check to realize what happened. Then half movement again. </p><p></p><p>What have others done? </p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="evildmguy, post: 8853425, member: 6092"] This came up in the game last night. I don't use 5E much but my group has compromised on LU and enjoys it. I did go looking for an answer and found the "Command and Spike Growth" thread but this is more specific to Spike Growth. Spike Growth seems to be straight from the 5E PH and I find it very ambiguous. I'm going to explain our questions, what we did, and then ask what others did. I think what I don't like about 5E, which is also 1E/2E, is how little the designers talk about the ideas behind something. Take Spike Growth. Is it meant to be offensive and cast on top of people? Or is it meant as defensive, cast on an area that the enemy will go through? The wording implies that anyone in the Spike Growth knows it is there, so doesn't need to make a Perception check. The Rare version then muddies that by saying it can't be noticed until it inflicts damage. Even if they started in the area? Then, does this really not allow for any way not to take damage? That seems really powerful for a second level spell. If that's the case, why don't those in the area take damage when it appears? In the end, we decided this. The spell is meant as a defensive spell, put in an area an enemy might move through. They can make a Perception check to notice it before moving through it. If they start in it, they don't need to make a check as they know it's there and don't take damage unless they move. Once they know it is there, they can either avoid the area or move at half speed as if difficult terrain through it to avoid damage. This worked well and did what they wanted, which was delay the bad guys an extra round from getting to them. Some things not covered that we discussed. I ruled since it is a concentration spell, the druid can move it on his turn within range. Anyone in the area where it was or moved to knows it is there. Outside of it, they need to make a Perception check again to figure out it moved. This is a house rule of course, merely explaining what I did with it. With the rare spell, we talked about it, and outside of the area, it takes damage to know it is there. Even if you are in the area, it takes a Perception check to realize what happened. Then half movement again. What have others done? Thanks! [/QUOTE]
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