So this just came up at our table: Strong wind affects archery. Can Gust of Wind be used to block enemy archery?
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I'd rule the spell interacts with that Environmental Effects from the DMG:
Strong Wind
Strong wind imposes Disadvantage on ranged attack rolls with weapons. It also extinguishes open flames and disperses fog. A flying creature in a strong wind must land at the end of its turn or fall.
A strong wind in a desert can create a sandstorm that imposes Disadvantage on Wisdom (Perception) checks.
So this just came up at our table: Strong wind affects archery. Can Gust of Wind be used to block enemy archery?
Considering how narrow the AoE on gust of wind is, there probably aren't going to be many scenarios where it would actually come into play. Too easy to just step/lean to the side to avoid it
It's debatable whether it rises to the level of "strong wind" anyway
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Yeah, but I rarely see gust of wind used outside of corridors so in those situations they will be in it. And it can shove people back 15 feet that seems fairly strong. And it is literally described in its first line as a strong wind.
RAW doesn't mention any particular effects on ranged attacks, but it's hardly unreasonable or unbalanced -- warding wind is the same level and will do a better job.
And it is literally described in its first line as a strong wind.
The actual mechanical effects are also literally described as less powerful than a strong wind
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The actual mechanical effects are also literally described as less powerful than a strong wind
It does?
They're both quoted in this thread. Per the rules, a "strong wind" disperses fog and extinguishes open flames. Gust of Wind only disperses "gas or vapor", not fog, and only extinguishes candle-sized flames
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
While Gust of Wind doesn't reference any effect on ranged attack per se, DM can always have it's Strong Wind imposes Disadvantage on ranged attack rolls with weapons.
I'm generally an advocate of "if it doesn't say it, it doesn't do it" but I'd probably impose disadvantage on shots that go through the area of effect. It would seem reasonable especially if that is what the player intended under the Rule of Cool.
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The actual mechanical effects are also literally described as less powerful than a strong wind
It does?
They're both quoted in this thread. Per the rules, a "strong wind" disperses fog and extinguishes open flames. Gust of Wind only disperses "gas or vapor", not fog, and only extinguishes candle-sized flames
While it uses candles as an example it says and other open flames and has a chance to extinguish protected flames. And it does disperse fog in the case of the spell. It probably does not disperse the weather condition, not because it isn't strong, but because it isn't large enough to effect a weather effect that likely covers miles. Though I'd define fog as a gas or vapor so whatever. Similarly it can get sand moving but it wont create a sand storm because a small line effect wont push enough sand to create a sand storm.
They're both quoted in this thread. Per the rules, a "strong wind" disperses fog and extinguishes open flames. Gust of Wind only disperses "gas or vapor", not fog, and only extinguishes candle-sized flames
Well that's the problem with using natural language when writing rules, different people can use different words to describe the same thing (or use similar words to describe separate things). I think you over interpret the difference in wording of the two rules but you might of course be right. I think I'll listen to the designers though who actually calls it "strong wind", in two different places even.
The actual mechanical effects are also literally described as less powerful than a strong wind
No they aren't; a Strong Wind in the DMG does not push creatures around or restrict movement. It's just a rules inconsistency.
Very obviously by "mechanical effects" I meant the ones they had in common, since that's what I quoted previously. But I guess that whooshed over your head like a stiff breeze
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Very obviously by "mechanical effects" I meant the ones they had in common, since that's what I quoted previously. But I guess that whooshed over your head like a stiff breeze
The ones they don't have in common are also mechanical effects. In any case, any missing effects of gust of wind could easily just be issues of scale (a 5' stream of air isn't going to blow away a thousand foot cloud) or duration (a strong wind may put out larger fires... but probably not in six seconds).
So no super clear answer, I take it. It kinda makes sense that wind strong enough to push creatures about and restrict movement would also affect bolts and arrows - on the other hand, it seems like it's primary usage could well switch from crowd control to ranged defence. It lasts a minute, moves with the caster, and the caster can change it's direction after movement. Just move to place it between the party and any archers. Of course, that might expose the caster. But in our case, the caster was a warforged supertank, so that didn't really matter.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I just want to say yes, cause this sounds fun and I would definitely allow it at my table if it came up. It’s fun for the party, and a minor setback for the DM.
So this just came up at our table: Strong wind affects archery. Can Gust of Wind be used to block enemy archery?
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I'd rule the spell interacts with that Environmental Effects from the DMG:
Considering how narrow the AoE on gust of wind is, there probably aren't going to be many scenarios where it would actually come into play. Too easy to just step/lean to the side to avoid it
It's debatable whether it rises to the level of "strong wind" anyway
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Yeah, but I rarely see gust of wind used outside of corridors so in those situations they will be in it. And it can shove people back 15 feet that seems fairly strong. And it is literally described in its first line as a strong wind.
I say yes, but you need to make an arcana check or something to line it up properly.
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RAW doesn't mention any particular effects on ranged attacks, but it's hardly unreasonable or unbalanced -- warding wind is the same level and will do a better job.
That's true. I would still argue that gust of wind is harder to aim properly, hence the check.
Heyo! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
I try to keep the peace and be neutral most of the time…
The actual mechanical effects are also literally described as less powerful than a strong wind
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Can add that we have this tidbit from the spell-description of Fog Cloud as supporting evidence.
It does?
They're both quoted in this thread. Per the rules, a "strong wind" disperses fog and extinguishes open flames. Gust of Wind only disperses "gas or vapor", not fog, and only extinguishes candle-sized flames
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
While Gust of Wind doesn't reference any effect on ranged attack per se, DM can always have it's Strong Wind imposes Disadvantage on ranged attack rolls with weapons.
I'm generally an advocate of "if it doesn't say it, it doesn't do it" but I'd probably impose disadvantage on shots that go through the area of effect. It would seem reasonable especially if that is what the player intended under the Rule of Cool.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
No they aren't; a Strong Wind in the DMG does not push creatures around or restrict movement. It's just a rules inconsistency.
While it uses candles as an example it says and other open flames and has a chance to extinguish protected flames. And it does disperse fog in the case of the spell. It probably does not disperse the weather condition, not because it isn't strong, but because it isn't large enough to effect a weather effect that likely covers miles. Though I'd define fog as a gas or vapor so whatever. Similarly it can get sand moving but it wont create a sand storm because a small line effect wont push enough sand to create a sand storm.
Well that's the problem with using natural language when writing rules, different people can use different words to describe the same thing (or use similar words to describe separate things).
I think you over interpret the difference in wording of the two rules but you might of course be right. I think I'll listen to the designers though who actually calls it "strong wind", in two different places even.
Very obviously by "mechanical effects" I meant the ones they had in common, since that's what I quoted previously. But I guess that whooshed over your head like a stiff breeze
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
The ones they don't have in common are also mechanical effects. In any case, any missing effects of gust of wind could easily just be issues of scale (a 5' stream of air isn't going to blow away a thousand foot cloud) or duration (a strong wind may put out larger fires... but probably not in six seconds).
So no super clear answer, I take it. It kinda makes sense that wind strong enough to push creatures about and restrict movement would also affect bolts and arrows - on the other hand, it seems like it's primary usage could well switch from crowd control to ranged defence. It lasts a minute, moves with the caster, and the caster can change it's direction after movement. Just move to place it between the party and any archers. Of course, that might expose the caster. But in our case, the caster was a warforged supertank, so that didn't really matter.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
I just want to say yes, cause this sounds fun and I would definitely allow it at my table if it came up. It’s fun for the party, and a minor setback for the DM.
Heyo! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
I try to keep the peace and be neutral most of the time…