I don't intend to discredit the design choice by posting this, It's just a weird thing in my brain that I can see a spell like entangle and think "Okay yeah, that makes sense" but then I see web and think "Wait, that doesn't make sense."
I didn't mean to make people fight or argue. I was curious why a spell had concentration when I thought it was odd that it did. Just including a small sentence like in entangle about how it goes away after concentration is broken or the spell ends might've helped. Hard to tell.
I look at it like you summon ectoplasm from wherever it is that magic summons things from. You transform the ectoplasm into webbing. You have to concentrate on keeping it as webbing - keeping it in solid form and sticky and all. You lose concentration and boom - the ectoplasm reverts and is sucked back into it's magical storing place...
Will this explanation work for your brain? I dunno but *shrug* Not everything is always going to make sense. Immersion or not, sometimes you just need to accept that it is a game and sometime you just have to go with that.
Hey y'all, I'm Okashido and I'm super into D&D. I like making characters(to the point where I have a doc about 100 pages long filled with character ideas.), am an aspiring actor in college, and also consider myself a storyteller and actor at the table. I enjoy making characters with backstories and watching them play off of other people. I roll with the punches and am a great Improviser. I can DM, but think my strengths lay in being a Player most. Hope we can all have fun and maybe play some games.
Which old tales have you been reading? Witches, or wizards such as Merlin were able to curse people on the spot, on demand. Sometimes it took extra preparation (such as the apple for sleeping beauty, but the usual formula is (1) rude protagonist insults witch (2) witch curses them on the spot for their insolence (3) protagonist grows and thus breaks the curse, sometimes killing the witch because reasons...
The usual sword and sorcery trope is 'Evil wizard starts doing something and is cut down by the heroic swordsman before he can finish, despite the fact that he started before the swordsman was even anywhere nearby'. It's true that curses are a special case that often are pretty fast, but they often seem to have kind of specific limits on when they can actually be used.
That is a casting time thing, though. Can just as easily cite cutting down an archer or arbalester or even gunman while they are reloading.
By 'cut down before he can finish', I mean that the sorcerer starts casting a spell, the hero cleaves his way through a horde of minions, possibly with an extended fight sequence, and still arrives in time to prevent the spell. It's essentially the 'stop a ritual' scenario from the DMG.
I have often viewed the simple curse as something that can be cast quick but the more powerful might and should take much longer and be more involved almost to the point of it being a full spell.
The angry person screams out a curse. Then goes home to work up a really evil one.
Anyone who played pre-Concentration editions of D&D will hate seeing it on certain spells. Because we recall when you could stack however many effects and buffs you wanted. If you miss that, there are still the clones of older editions you can play. Web in older editions had a much shorter duration for low level casters, so it wasn't imbalanced to cast it and stack other effects. 5e is a different Universe entirely than earlier editions. Same settings, but a parallel Universe. So immersion means forgetting what you knew in some cases. The tradeoff here is that your caster is way less likely to die at level 1, and doesn't run out of magic after 2 encounters. Old editions were a resource management strategy game. 5e is an adventure video game brought to life (fight, rest, heal, repeat).
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In that case it makes more sense, yes.
Hey y'all, I'm Okashido and I'm super into D&D. I like making characters(to the point where I have a doc about 100 pages long filled with character ideas.), am an aspiring actor in college, and also consider myself a storyteller and actor at the table. I enjoy making characters with backstories and watching them play off of other people. I roll with the punches and am a great Improviser. I can DM, but think my strengths lay in being a Player most. Hope we can all have fun and maybe play some games.
The usual sword and sorcery trope is 'Evil wizard starts doing something and is cut down by the heroic swordsman before he can finish, despite the fact that he started before the swordsman was even anywhere nearby'. It's true that curses are a special case that often are pretty fast, but they often seem to have kind of specific limits on when they can actually be used.
By 'cut down before he can finish', I mean that the sorcerer starts casting a spell, the hero cleaves his way through a horde of minions, possibly with an extended fight sequence, and still arrives in time to prevent the spell. It's essentially the 'stop a ritual' scenario from the DMG.
I have often viewed the simple curse as something that can be cast quick but the more powerful might and should take much longer and be more involved almost to the point of it being a full spell.
The angry person screams out a curse. Then goes home to work up a really evil one.
They are just spells for game purposes.
Anyone who played pre-Concentration editions of D&D will hate seeing it on certain spells. Because we recall when you could stack however many effects and buffs you wanted. If you miss that, there are still the clones of older editions you can play. Web in older editions had a much shorter duration for low level casters, so it wasn't imbalanced to cast it and stack other effects. 5e is a different Universe entirely than earlier editions. Same settings, but a parallel Universe. So immersion means forgetting what you knew in some cases. The tradeoff here is that your caster is way less likely to die at level 1, and doesn't run out of magic after 2 encounters. Old editions were a resource management strategy game. 5e is an adventure video game brought to life (fight, rest, heal, repeat).