drdoost
Squire

Posts: 33
Favorite D&D Class: Bard
Favorite D&D Race: Aasimar
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Post by drdoost on Mar 12, 2017 17:39:40 GMT
I am faced with a sort of conundrum.
One of my players is a cleric, and though he is of the Trickster Domain, he wants to also be somewhat of a healer for the group. He asked me if he could cast 2 spells in one turn, and I cited to him the rules that state: "A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action." I think he wants to be able to cast both "Healing Word" and "Cure Wounds" in the same spell.
So that was a basic no from me, I try to stick to the rules unless I think they are stupid. He then asked if there was any way around it, and I came up with this little homebrew Rule:
"Spell Bomb" You can cast a spell with both your action and bonus action, but suffer Level 3 exhaustion until the following conditions are met: -You succeed on a Constitution Saving throw (DC 15) at the beginning of your next turn -You forego casting a spell of any type (except cantrips) during your turn -Otherwise you maintain the temporary exhaustion until combat ends or you are knocked unconcious
I usually let my players do what they want, and we've had loads of fun with some of their ideas. So I wanted to let him go with this but not be without consequences. What do you guys think, is it too harsh? Or not harsh enough?
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Post by dmgenisisect on Mar 12, 2017 23:13:29 GMT
My first instinct is just to say no, but I think you could work with this.
I would reduce the gained exhaustion to one level, but have it go away naturally.
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drdoost
Squire

Posts: 33
Favorite D&D Class: Bard
Favorite D&D Race: Aasimar
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Post by drdoost on Mar 13, 2017 9:09:09 GMT
I thought about doing the one level of exhaustion, but I was disappointed with the Level 1 exhaustion, which is just disadvantage on ability checks. Since that wouldn't really affect them in combat much, I wanted to bump it up so he would also have disadvantage on attack rolls and saving throws. My description above was terrible, and I meant to say that ONE of those conditions would have to be met, not both of them.
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Post by dmgenisisect on Mar 13, 2017 23:06:20 GMT
I don't think it should go away quickly is all, a normal character removes one level of exhaustion per long rest, it's supposed to stick around. By pushing their arcane powers this way there ought to be long term consiquences and even if they only use this double cast once per day that's still the rest of the day with disadvantage on all ability checks. If you want to invoke the exhaustion mechanic you should work within its principals; taking long term penalties to get short term benefits.
In reality what your system currently says (by in reality I mean how it will play out most of the time) is you can cast two spells one turn, and until the end of your next turn next turn you have disadvantage to all rolls, you can only move half speed and cannot cast spells. If that's your desired effect I would just say that. But to me this is a bit steep, I would reduce the draw back in this circumstance to cannot cast spells for the next round and has disadvantage on attack rolls until the end of their next turn. That way they can still more than likely do some thing useful (even if it's just give combat advantage to someone else).
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Post by Ahrek on Mar 16, 2017 13:19:35 GMT
What level are your players?
Matt Mercer's homebrew rule for Critical Role is that players can cast 2 spells as long as one of them is 2nd level or lower (and action and bonus action requirements are still met). From experience I've noticed that this works much better at higher levels and when you have more players.
I personally use this since we are usually 6 players and battle can go a little quicker imo.
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Post by dmxtrordinari on Mar 20, 2017 1:14:10 GMT
I'm not as familiar with Mercer's homebrew rule as Ahrek but I'd agree that seems reasonable. The main issue with casting multiple spells per turn is that it REALLY messes with action economy but less so when the spells are lower level and would have less effect.
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drdoost
Squire

Posts: 33
Favorite D&D Class: Bard
Favorite D&D Race: Aasimar
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Post by drdoost on Mar 20, 2017 19:33:51 GMT
All of my players have just reached level 8. I have yet to see my current rules in action, but it seems like we will be playing tomorrow night, and I'm sure we will see it in action.
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Post by Bob Joe on Jul 15, 2019 20:30:20 GMT
Matt Mercer's "rule" is not a rule. It's a feat that you can only get at 8th level or higher. It allows you to cast a bonus action spell as a bonus action and still cast a non-cantrip spell as your action. However, only one of the spells can be 3rd level or greater.
Personally I wouldn't consider getting this feat until your spell-casting ability is maxed out, and I'd make the 3rd level 3rd level or greater requirement increase to 4th level or higher at spell-casting level 18.
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