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@@nealenthenerd399 if we're going to get into the rules of MTG then I have even bigger problems with their designs to nerf counterspell. I guess they've made it just as bad here.
So, with the changes to Counterspell, I immediately went to see the changes to Abjurer Wizard. And their level 10 ability now does the following: - Counterspell and Dispel Magic are always automatically prepared. - Dispel Magic is a BONUS ACTION and you add your prof bonus to the check for it. - Counterspell and Dispel Magic don't consume a spell slot if you fail to counter or dispel.
My only gripe is that it doesn’t waste the spell slot of the target. I always thought the important element of counterspell was sacrificing a slot to nullify their spell and take their slot too. Tbf counterspell not needing to be upcast against higher level spells compensates for that. Just loses it tactical edge a bit
The spell casting changes for multiple spells a round is interesting. It’s now that you can’t do 2 leveled spells on your turn, which means if you cast a spell on your turn you can’t use reactions for things like counterspell, shield, or silvery barbs(on your turn), but it also means if you have a way to cost bonus action spells without a slot(items, fey touched, etc.) you can cast two spells per turn easily. Warlocks and other classes that have slotless spells just became way better
I found it so funny how one of the biggest reactions Jacob has is something that wasn't even a change. Specifically, the rule about the incapacitated condition. You were always able to move. The 2014 PHB rules for incapacitated just states "An incapacitated creature can't take actions or reactions." It never reduced your speed or ability to use your normal movement.
@@adfdasdfadfadsfareae True, I've seen a lot of live plays where people just treat incapacitated as the same as stunned. Which apparently NOW doesn't reduce speed, which actually is pretty wild
@@abdulazizmohammed8797 OH wow I didn't even notice that. Yea, that's a weird choice. I mean, I like that you still get some benefit from expending the resource to do a stunning strike even if they succeed, but it does feel really odd that the effects for success vs failure are so different.
Note: In 5e, Tasha’s Hideous Laughter makes the target prone and incapacitated, so as they noticed, the target can still move, though they have to crawl on account of being prone.
They didn’t really “remove” chaos bolt in the same way they didn’t “remove” artificer. Since chaos bolt was introduced in xanathar’s guide, they just didn’t add it to the new book. It’s still in the game, but they can’t realistically fit everything from PHB, Tasha’s, Xanathar’s, and brand new stuff into the book, it’s just not feasible.
Incapacitated has always worked that way. All it says in the 2014 PHB is that you “can’t take actions or reactions”. BUT like you said, incapacitated is almost always paired with something else. The only examples that I can think of where it’s not paired are the spell Raulothim’s Psychic Lance, and the pain glyph from the spell Symbol
I like the current counterspell, it's a fun minigame where you kind of have to gamble/bet your spell slot and try to guess if it's going to be enough to counterspell
First, I watched and rewatched the 2 hour tomb of horrors video because I think it's a great idea to play these modules, RAW in a vacuum to show that some of them are awesome (and some really arent). B. I loved this video! Always love a seasoned DM/players take on things who don't go full ham on just everything being trash without some constructive ways to make them better. Thirdly, yes I posted this before watching the entire video.
We won't know how good or bad counterspell really is until we see stat blocks for enemy casters but I am fully convinced they want the spell to be straight up bad for the players. When you get the spell it went form a 100% chance to counter on-level spells to somewhere around 70% chance to counter those. As you level up 5e enemies get better at saving faster than you raise your save DC so a max level PC only has about a 40% chance to counter a Lich's spell. Then add in that you have to expend an extra resource regardless of success or failure, you cannot counter on your turn if you already cast a spell with a spell slot so you cannot even attempt to counter a counter, and it stops you from casting with a spell slot after as well. It just adds up to not being worth it at all outside of very specific circumstances but is written in a way to make it not feel as bad against players (and if monsters don't have slots then they *can* counter to protect their spell from your counter). I wouldn't be surprised if counterspell goes from being nearly auto-chosen to being a niche pick outside of abjurers who get it for free
The biggest moment of the biggest D&D show (Critical Role) in the season that made them famous, was when Sam Reigel used a 9th level Counterspell to stop Vecna from teleporting away from them. It cost him his wish slot. It sealed Vecna's fate. Under these new rules, that spell would have been meaningless. Vecna would have either resisted the spell automatically, made his save outright, or just used his slot the next turn. This change to Counterspell is a massive win for the only person that isn't supposed to care about it, (the DM), and is a loss for everyone else. It was my favorite spell. Without it making a real impact on the enemy's resources, I wouldn't even fucking bother.
Counterspell? You mean I have to spend spell slot, to stop a spell, and it doesn't use the enemy spell slot? So they can just re-cast it next turn? Useless. utterly useless
My very mild take is that I'm going to rip all the stuff that I like, mostly class changes, from 5.5, keep playing 5th edition for their mechanics and the stuff that had actual effort put in and doesn't give money to a predatory corporation, while referencing 3.5 supplements for their fluff (Draconomicon my beloved)
I would probably still homerule that counterspell automatically succeed on spells that are the same level and lower. It gives you more reason to spend a lvl 6 spell slot as an example to counterspell a lvl 6 spell as to just simply saving your 3rd level slots just for counterspell.
They removed Chaos Bolt, but that's because A: Chromatic Orb does what Chaos Bolt did and B: they added a new cantrip for sorcerers that has a lot of similar feel to Chaos Bolt Sorcerous Burst level 0 - evocation Casting Time: Action Range: 120 feet Components: V, S Duration: Instantaneous You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier. Cantrip Upgrade. This damage increases by 1d8 when you reach level 5 (2d8), 11 (3d8), and 17 (4d8).
Under the 2014 rules, if I’m not mistaken, you were able to walk while incapacitated, and Psychic Lance only imposes the incapacitated condition. We ruled at the table that the target could technically still move while under its effects.
Black out drunk would be conscious and incapacitated and not paralyzed, and your move speed would apply. Also sleep walking would apply there. I could see some spells that might give a similar drunk effect too but still allow you to move. The word incapacitated does not literally loss of consciousness, it literally means lack of strength or power and being unconscious is only implied by common use. Technically, being extremely tired could be seen as being incapacitated.
I'm sticking with my modified exhaustion rules, which is more like the UA. 1. Each level of exhaustion subtracts 1 from a D20 Test. 2. When you reach 5+CON+Prof levels of exhaustion, you fall into a deep slumber, which you cannot be awakened from for 1 day. 3. Long rests clear (if any are experienced), and prevent 1 level of exhaustion, while short rests prevent one level of exhaustion. 4. Stimulants (coffee, cocaine, etc.) prevent exhaustion once per week of in game time.
The new Exhaustion doesn't affect spellcasters because it doesn't apply to spell save DCs (or any DCs at all). So spellcasters, once again, get to ignore basically any and all tactics imposed on them by just casting any of the 95% of the spells in the game that don't use attack rolls. Grappled or restrained? Teleport away, it doesn't inhibit somatic components so who cares, or just vaporize them with a blast spell or make them buzz off with a control spell. You could be on death's door with Exhaustion 5 and you're still equally as competent as you were before, minus your slow movement speed.
Talk about the Invisible condition reminded me of an argument I had with my brother over the difficulty/penalty to hit an invisible target that has bit down on or grappled your arm. Think he was arguing that there should be no penalty because you know the target's exact position (i.e. on your arm) and I was arguing that there would still be a penalty because of how the rules for being invisible worked.
Worth to point out on that counterspell implicit changes is that if a legendary monster uses it's resistance on counterspell, you get rid of it, so you wear them down fasterthrough it by forcing it even during their turn.
The counterspell kind of tracks for how they plan on updating the monsters to not have spell slots anymore. The update is just x number of times a day. So the counterspell would still make them "lose a slot" but without the slot.
Not me destracted by trying to watch Spencer in the background play Stardew Valley. Also for the attacking rule, you can attack at all times. No target required really. Just swing your sword, fists, or fire an arrow in a direction. You might hit something, you might not. A target can be detected through touch, smell, or sound on top of sight-- a perfect chance to use perception mechanics to determine if your players or an enemy of them roll at disadvantage or not despite the invisibility. IE, you just saw a monster go invisible in the corner of the room, you can attack at disadvantage. The same scenario, but you _feel_ the creature brush past you to try and reposition-- now you can do an attack of opportunity on an invisible opponent because you know they _just_ tried to sneak by you. In the same vain, you _could_ attack randomly in an open space and just so happen to hit an incorporeal ghost, but you'd never know it, nor would it really matter.
My favorite thing about tavern brawler is it's now an ORIGIN feat just right off the bat, if you're planning on doing an unarmed/grappler build, you've got what you need
I agree. I does make counterspell almost not seem worth it to take or cast. It is SUPER nerfed to the point of there's probably better reactions to take.
Counterspell harms you more now to cast it. Not only is it a reaction to cast, it also consumes a spell slot from you. The enemy can not only succeed on the save, but they don't even lose the slot. They can just... cast it again next turn? Its a useless spell now.
When fighting a creature who is invisible it cannot be attacked if not detected. "I hear a noise over there." If detected, "I hear a noise over there." then you should be bale to try to attack the invisible foe but at disadvantage. I swing in that direction at shoulder level.
My quick thought on the Counterspell change and being able to use Legendary Resistances: It would certainly help burn those resistances when so often I see them unused.
Even in the original PHB you could move while incapacitated. Only time I've ever seen it come up is Psychic Lance, which just incapacitates with no longer condition.
17:00 The grappleD creature has disadvantage to attack anyone else other than the grappler, but the grappler doesn't have disadvantage or anything, so the feat just gives you advantage
So stunning strike is an unarmed stroke right? Could you take grappler and tavern brawler to 1) stunning strike 2)convert that into a grapple because stunned enemies automatically fail strength checks 3) move them 30 feet 4) flurry of blows, converting one into a shove If so, that's funny.
I think the Sharpshooter nerf is fine for one reason: Dexterity was - and still is - the God-stat of DnD. It affects a stupidly large amount of rolls; letting the Strength stat shine in dealing more damage makes sense.
I think I see why they made it that while incapacitated, they still allow you to move - it's because if you're put out of the fight and knocked into an incapacitated state, that doesn't necessarily mean you're unconscious, it just means there's no fight left for you to give. So you're badly hurt, but you can probably still crawl or limp your way out of harm's way or something. The traditional definition of the word just means "powerless, helpless, empty of strength". You can't fight, but you can certainly still move up to your speed, and talk, unless you're knocked unconscious. I welcome this change, because that's neat. Incapacitated enemies or players can still crawl or limp to get out of harm's way, and hopefully find a more opportune place where a teammate or companion can help them back into fighting condition by way of healing them. This also comes with risks. If you are incapacitated, and move away from an enemy, they still get an attack of opportunity. So you need to weigh a much heavier decision of whether it's worth moving towards an ally or not. Also being able to move while stunned is awesome! It makes sense. You're stumbling, confused from the blow you just took, you're not literally paralyzed (like the other condition of the same name specifies).
I agree with Jacob re the new counterspell, but I get Colton's point too. Maybe upcasting could make the counter succeed automatically as before, bypassing the potential legendary resistance. Or it could be a check instead of a save for the same effect?
Regarding counterspell, from what I’ve heard they are moving away from npc have spell slots and just having spell they can cast a certain amount of times a day. This way counterspell still work the same as far as the player is concerned, but doesn’t waste a player spell slot if they get counterspell’d.
Nah making it a saving throw behind the dm screen is a huge nerf. Legendary actions can stop it now, making it not work when it’s needed most. Also very little spells will help force a con fail on their end, where tons of stuff can help you succeed an OG counterspell
can't move when incapacitated.. - Not able to take actions. For creatures immune to Incapacitation, you movement speed is not reduced. But being petrified makes you have 0 Move. If you are stunned but immune to Incap you can still move but you are still under the other effects (attack have advantage vs you and Disag on STR/DEX)
Oh yea, incapacitated has always allowed for movement in 5e.. I remember casting Raulothim’s Psychic Lance on a boss, once, and the DM and I looked up and ruled that he could reasonably move, but it would be like him bumbling around, if anything
One annoying change I found is that for subclasses, it doesn't say in the description of a feature what level you get it at. This is a bit of an issue when you get multiple features at a certain level of a subclass. It only says on the table what level the class gets subclass features, but doesn't account for which subclasses have multiple features at level 3. The only way I found how to tell is in the character creature on DnD Beyond. It's inconvenient when I want to look at a subclass real quick to see what features I get at what level. 2014 did it way better.
you can get the lich to use a spell and a legendary resistance for the cost of a 3rd lvl spell. that's not too bad. they only have so many legendary resistances.
I mean spencer could still use chaos bolt in 2024. it wasn't updated and thus if your table allows things from 2014 you can just pick the old stuff that wasn't updated, such as all the old races, subclasses, artificer, and updated spells
I kind of had a brain fart after hearing Jacob read bad items/feats/backstories for so long, when hes reading the normal stuff I automatically think its also bad and made by a baby
You regained my trust from the very beginning alone, Jacob. This is why you're the GOAT. 3:37 This is actually a BAD call for some people. You know, Matt Mercer effect (for both players and DMs.) Also, for some languages, we don't even have such luxury.
"Remember when I put out a two hour video last week and everyone went 'I'll watch that later.'" A) it's neat to know TH-cam tells you that B) I feel called out rn XD
I actually do like the new exhaustion rules. Much more understandable and easier to implement. High hopes that we will get Exhaustion levels on touch attacks from certain creatures.
I think I’m gonna mash the two Counterspells together, make it autowork on spells below the level it’s cast, but on spells equal to or above, the target has to make a Con save. Also very sad day for Sorcerers to lose their signature spell 😔
Am I wrong in saying that counterspell is almost the same as before for the player’s side as, because of the use of ‘per day’ for monster spells now, the player is the only one that uses spell slots so is the only circumstance where they can gain 1 back. So their spells are wasted, the player’s countered spells aren’t. Only actual change is the con save. They just removed the insta success which should’ve never existed (target con save seems abit bad though, I’d like the player to be in charge of their ability to counter. Perhaps a con roll off) The counterspell flavour-wise seems like the caster’s attempt to quell the somewhat entropic features of magic, so having a small battle between the constitutions of the casters to will either entropy or order into existence makes sense for me
The counterspell change certainly makes it way less awesome when you counterspell the Lich’s Timestop, cuz he’s just gonna cast it again next turn. Certainly makes spellcaster monsters a LOT more deadly.
Literally just finished a Saltmarsh campaign and my character successfully countered the final boss’s Time Stop. (He still had his legendary resistances) so we would have 100% died, TPK’d, and had a sad ending if it weren’t for the raw power of 2014 counterspell..
I think the counterspell changes are mostly because it’s annoying to deal with as a player, especially if you don’t have access to counter spell yourself. If your spell gets interrupted it doesn’t eat the slot, so it basically just wastes your turn instead of wasting it AND consuming the resource
The healing spells are cool, I do hate the Counterspell change for the exact reason Colton outlined. Even as a DM, I think being able to legendary resistance a counterspell makes it so much lamer for the players. I've never had a player counterspell a big spell and not LOVED that moment. Every time it happens it's a hype moment for the player because they just stopped a game changing ability from being used. Legendary resistance or just being able to try again next turn absolutely takes that away from them. If I need a spell to succeed I can just make sure I have more counter spellers than they do, I'm the DM afterall.
the real nerds buy ALL the DnD 3.5e books ever published and run a campaign just so they can be a double Ninja. A cross class of Ninja with Ninja Warrior. yes, that's a real thing. and yes i've played it and it was awesome
So when it comes to Dragonborn and lizard Folk, could they technically grapple four people at the same time, one with their tail, one with their mouth and two with their hands.
The change to counterspell makes it "Save or Suck" which has always been the worst class of leveled spell in 5e. A single target spell that does nothing when the enemy saves has always been only good for enemies to have, because D&D is 70% resource management. When an attack whiffs your sword doesn't shatter into a million pieces, but when a Save-or-Suck whiffs you have lost a spell slot and frequently the only chance or doing anything useful with your turn. 2024 Counterspell is a Save or Suck that even when it works just prolongs combat instead of hindering your enemy in any meaningful way. It has become both situational and has a high chance of failure, two things that consistently killed the value of spells in 5e and I'm pretty sure will be the same for this system.
11:00 Turn undead now incapacitates the undead, so they need to be able to move to run away. It just removes the ability to do actions. Also I think there is text about unseen attackers still.
So any possibility that you’ll do character videos? Basically revisiting all the different character, classes in D&D but only discussing what’s different with each class. You could probably make them into a bunch of small videos
The wording for Intercept fighting style makes me think you can use it on yourself now. A shame that Protection is still the old wording. Might be meh, but I think it's neat.
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if you're polymorphed into a giant squid you can grapple 10 people
To be fair that kinda tracks
This evokes an image straight out of a cartoon, which is how we know it is correct.
Takes ten rounds to do though. I suppose you could Haste to do it in five.
Or wild shape as a druid
if you're polymorphed into a giant squid on land, you're suffocating. PSA.
Spencer in the background is so funny to me and I don’t know why
Same! Does anyone know what game it is?
@@Fergus22 Stardew Valley
*WELL I COUNTERSPELL THEIR CHANGES TO COUNTERSPELL!*
I CAST 😮 FFFFFFFFFIIIIREBALLLL on the 2024 player's handbook 😐
“WOTC’s used an ability to change Counterspell, not a Spell, so therefore the spell fails.”
WOTC casted it at 10th level
@@nealenthenerd399 if we're going to get into the rules of MTG then I have even bigger problems with their designs to nerf counterspell. I guess they've made it just as bad here.
Someone said to keep the 2014 ruling but keep the CON save to see if they can keep the spellslot
So, with the changes to Counterspell, I immediately went to see the changes to Abjurer Wizard. And their level 10 ability now does the following:
- Counterspell and Dispel Magic are always automatically prepared.
- Dispel Magic is a BONUS ACTION and you add your prof bonus to the check for it.
- Counterspell and Dispel Magic don't consume a spell slot if you fail to counter or dispel.
My only gripe is that it doesn’t waste the spell slot of the target. I always thought the important element of counterspell was sacrificing a slot to nullify their spell and take their slot too. Tbf counterspell not needing to be upcast against higher level spells compensates for that. Just loses it tactical edge a bit
Is Spencer just playing Stardew Valley in the background???
I literally was not able to focus on the video because I was just watching the Stardew Valley gaming on the background.
I wasn't sure if it was stardew valley, the graphics look 3D from that angle but perhaps it's due to distance
@@TheDanibits petition to have a small window of Spencer playing Stardew Valley in any upcoming video!
i think it was hollow knight
nvm
i was wrong
16:17 Great Weapon Master also now applies to Ranged weapons with the Heavy property.
Longbows and heavy crossbows, yeah. Great spot! I totally would have missed it.
@@nyphron3109 A couple other TH-camrs have talked about it. It’s one of the few things that really helps Ranged now.
@@EpicRandomness555I thought that’s what sharpshooter is??
The spell casting changes for multiple spells a round is interesting. It’s now that you can’t do 2 leveled spells on your turn, which means if you cast a spell on your turn you can’t use reactions for things like counterspell, shield, or silvery barbs(on your turn), but it also means if you have a way to cost bonus action spells without a slot(items, fey touched, etc.) you can cast two spells per turn easily. Warlocks and other classes that have slotless spells just became way better
Especially since all of the “you can cast ‘spell’ using a warlock slot” have been changed to free castings
I found it so funny how one of the biggest reactions Jacob has is something that wasn't even a change. Specifically, the rule about the incapacitated condition. You were always able to move. The 2014 PHB rules for incapacitated just states "An incapacitated creature can't take actions or reactions." It never reduced your speed or ability to use your normal movement.
I think a lot of people get incapacitated, paralyzed, and petrified mixed around.
@@adfdasdfadfadsfareae True, I've seen a lot of live plays where people just treat incapacitated as the same as stunned. Which apparently NOW doesn't reduce speed, which actually is pretty wild
It's wierd cause with monk stunning strike, if you succeed the targets movement is halved. But if they fail, with RAW they keep the speed. Tf WOTC
@@abdulazizmohammed8797 OH wow I didn't even notice that. Yea, that's a weird choice. I mean, I like that you still get some benefit from expending the resource to do a stunning strike even if they succeed, but it does feel really odd that the effects for success vs failure are so different.
@@abdulazizmohammed8797 too busy turning the orcs from black to mexican
Note: In 5e, Tasha’s Hideous Laughter makes the target prone and incapacitated, so as they noticed, the target can still move, though they have to crawl on account of being prone.
Moving while stunned kind of makes sense? A monk punches you real hard and you can kinda just stumble around, but not much else. I think I like that.
I’ll homebrew that it reduces speed by half. Stunned is rare outside of monks and I like it being very impactful
They didn’t really “remove” chaos bolt in the same way they didn’t “remove” artificer. Since chaos bolt was introduced in xanathar’s guide, they just didn’t add it to the new book. It’s still in the game, but they can’t realistically fit everything from PHB, Tasha’s, Xanathar’s, and brand new stuff into the book, it’s just not feasible.
Wym? They could literally just add more pages to the book.
The problem is chaos bolt was unique, and only the sorcerer has access to it, now it's not unique
And they can just sell it to us in another $60 book
Didn't they just include 90% of Tasha's in the PHB tho? 🤔
Incapacitated has always worked that way. All it says in the 2014 PHB is that you “can’t take actions or reactions”. BUT like you said, incapacitated is almost always paired with something else. The only examples that I can think of where it’s not paired are the spell Raulothim’s Psychic Lance, and the pain glyph from the spell Symbol
Counterspell has been turned into spell counter.
26:30 I just checked. Chaos Bolt is a Xanathar’s spell. So they didn’t remove it they just didn’t update it. You can still choose the Xanathar one.
I like the current counterspell, it's a fun minigame where you kind of have to gamble/bet your spell slot and try to guess if it's going to be enough to counterspell
Poor wizards
Monsters can easily destroy their actions in higher levels
unless you're an abjuration wizard
no risk, all the reward
First, I watched and rewatched the 2 hour tomb of horrors video because I think it's a great idea to play these modules, RAW in a vacuum to show that some of them are awesome (and some really arent).
B. I loved this video! Always love a seasoned DM/players take on things who don't go full ham on just everything being trash without some constructive ways to make them better.
Thirdly, yes I posted this before watching the entire video.
21:43 Oh! Sorcerer, Metamagic Hightened Spell. Makes Counterspell even stronger.
The Lich wouldnt even need his Legendary Resistance... He would just go "Okay, next Turn, i cast it again" because he DOES NOT LOSE THE SPELL SLOT.
Read the entire book Jacob. Read the ENTIRE BOOK Jacob.
We won't know how good or bad counterspell really is until we see stat blocks for enemy casters but I am fully convinced they want the spell to be straight up bad for the players. When you get the spell it went form a 100% chance to counter on-level spells to somewhere around 70% chance to counter those. As you level up 5e enemies get better at saving faster than you raise your save DC so a max level PC only has about a 40% chance to counter a Lich's spell. Then add in that you have to expend an extra resource regardless of success or failure, you cannot counter on your turn if you already cast a spell with a spell slot so you cannot even attempt to counter a counter, and it stops you from casting with a spell slot after as well. It just adds up to not being worth it at all outside of very specific circumstances but is written in a way to make it not feel as bad against players (and if monsters don't have slots then they *can* counter to protect their spell from your counter). I wouldn't be surprised if counterspell goes from being nearly auto-chosen to being a niche pick outside of abjurers who get it for free
Incapacitated movement isn't unheard of... Sleepwalking is a thing after all 😂
The biggest moment of the biggest D&D show (Critical Role) in the season that made them famous, was when Sam Reigel used a 9th level Counterspell to stop Vecna from teleporting away from them. It cost him his wish slot. It sealed Vecna's fate. Under these new rules, that spell would have been meaningless. Vecna would have either resisted the spell automatically, made his save outright, or just used his slot the next turn.
This change to Counterspell is a massive win for the only person that isn't supposed to care about it, (the DM), and is a loss for everyone else.
It was my favorite spell. Without it making a real impact on the enemy's resources, I wouldn't even fucking bother.
And that loss of a Wish slot led directly to a character's permadeath.
Counterspell? You mean I have to spend spell slot, to stop a spell, and it doesn't use the enemy spell slot? So they can just re-cast it next turn? Useless. utterly useless
Counterspell nerfed... I can hear The Wizard's villainous laughter.
Wizards like counterspell tho they use it way more than monsters and enemies
People probably posted this, but you can still cast chaos bolt. It's a xanathar spell, and those are still available.
FIRING IN MELEE ON SHARPSHOOTER LET'S GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
I'm disturbed by the Stardew Valley in the background not being in fullscreen.
My very mild take is that I'm going to rip all the stuff that I like, mostly class changes, from 5.5, keep playing 5th edition for their mechanics and the stuff that had actual effort put in and doesn't give money to a predatory corporation, while referencing 3.5 supplements for their fluff (Draconomicon my beloved)
I would probably still homerule that counterspell automatically succeed on spells that are the same level and lower. It gives you more reason to spend a lvl 6 spell slot as an example to counterspell a lvl 6 spell as to just simply saving your 3rd level slots just for counterspell.
for chromatic orb it is actually 7th level it is a forced jump and you have to make the attack roll again
Love how I can see stardew valley in the background; based.
I do like the idea of the bard trying to counterepell the lich and the ancient lich being like erm no. 😂
They removed Chaos Bolt, but that's because A: Chromatic Orb does what Chaos Bolt did and B: they added a new cantrip for sorcerers that has a lot of similar feel to Chaos Bolt
Sorcerous Burst
level 0 - evocation
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.
Cantrip Upgrade. This damage increases by 1d8 when you reach level 5 (2d8), 11 (3d8), and 17 (4d8).
Can’t increase your odds by upcasting tho so doesn’t hit the same at all
I absolutely love the art of all the species. They just show the endless possibilities of what ever you can do with the characters
Under the 2014 rules, if I’m not mistaken, you were able to walk while incapacitated, and Psychic Lance only imposes the incapacitated condition. We ruled at the table that the target could technically still move while under its effects.
Black out drunk would be conscious and incapacitated and not paralyzed, and your move speed would apply. Also sleep walking would apply there. I could see some spells that might give a similar drunk effect too but still allow you to move. The word incapacitated does not literally loss of consciousness, it literally means lack of strength or power and being unconscious is only implied by common use. Technically, being extremely tired could be seen as being incapacitated.
20:04 Also if you’re fighting a creature that has uses per day, it uses up that use. So if it’s a once per day it’s just gone.
I'm sticking with my modified exhaustion rules, which is more like the UA.
1. Each level of exhaustion subtracts 1 from a D20 Test.
2. When you reach 5+CON+Prof levels of exhaustion, you fall into a deep slumber, which you cannot be awakened from for 1 day.
3. Long rests clear (if any are experienced), and prevent 1 level of exhaustion, while short rests prevent one level of exhaustion.
4. Stimulants (coffee, cocaine, etc.) prevent exhaustion once per week of in game time.
The new Exhaustion doesn't affect spellcasters because it doesn't apply to spell save DCs (or any DCs at all). So spellcasters, once again, get to ignore basically any and all tactics imposed on them by just casting any of the 95% of the spells in the game that don't use attack rolls. Grappled or restrained? Teleport away, it doesn't inhibit somatic components so who cares, or just vaporize them with a blast spell or make them buzz off with a control spell. You could be on death's door with Exhaustion 5 and you're still equally as competent as you were before, minus your slow movement speed.
Talk about the Invisible condition reminded me of an argument I had with my brother over the difficulty/penalty to hit an invisible target that has bit down on or grappled your arm. Think he was arguing that there should be no penalty because you know the target's exact position (i.e. on your arm) and I was arguing that there would still be a penalty because of how the rules for being invisible worked.
Great Weapon Master also works with Longbow and Heavy Crossbow attacks. It just requires the Heavy property.
Worth to point out on that counterspell implicit changes is that if a legendary monster uses it's resistance on counterspell, you get rid of it, so you wear them down fasterthrough it by forcing it even during their turn.
The counterspell kind of tracks for how they plan on updating the monsters to not have spell slots anymore. The update is just x number of times a day. So the counterspell would still make them "lose a slot" but without the slot.
Not me destracted by trying to watch Spencer in the background play Stardew Valley.
Also for the attacking rule, you can attack at all times. No target required really. Just swing your sword, fists, or fire an arrow in a direction. You might hit something, you might not. A target can be detected through touch, smell, or sound on top of sight-- a perfect chance to use perception mechanics to determine if your players or an enemy of them roll at disadvantage or not despite the invisibility.
IE, you just saw a monster go invisible in the corner of the room, you can attack at disadvantage. The same scenario, but you _feel_ the creature brush past you to try and reposition-- now you can do an attack of opportunity on an invisible opponent because you know they _just_ tried to sneak by you.
In the same vain, you _could_ attack randomly in an open space and just so happen to hit an incorporeal ghost, but you'd never know it, nor would it really matter.
My favorite thing about tavern brawler is it's now an ORIGIN feat
just right off the bat, if you're planning on doing an unarmed/grappler build, you've got what you need
"It's kind of a weird grey area" pretty well sums up all of the rules for this clusterfuck of a game.
I love how jacob is just small enough for us to witness that intense gameplay lmao
Great Let's Play video Spencer! Kinda weird those other two guys were in the frame for a while, but great commentary nevertheless!
I agree. I does make counterspell almost not seem worth it to take or cast. It is SUPER nerfed to the point of there's probably better reactions to take.
Counterspell harms you more now to cast it. Not only is it a reaction to cast, it also consumes a spell slot from you. The enemy can not only succeed on the save, but they don't even lose the slot. They can just... cast it again next turn?
Its a useless spell now.
When fighting a creature who is invisible it cannot be attacked if not detected. "I hear a noise over there." If detected, "I hear a noise over there." then you should be bale to try to attack the invisible foe but at disadvantage. I swing in that direction at shoulder level.
My quick thought on the Counterspell change and being able to use Legendary Resistances: It would certainly help burn those resistances when so often I see them unused.
Even in the original PHB you could move while incapacitated. Only time I've ever seen it come up is Psychic Lance, which just incapacitates with no longer condition.
New feat options for a Minecraft Steve character let's go lol 13:39
The video was playing perfectly for the entire duration, but is started buffering at exactly 26:49. This could not have been more perfectly timed.
17:00 The grappleD creature has disadvantage to attack anyone else other than the grappler, but the grappler doesn't have disadvantage or anything, so the feat just gives you advantage
You could always move while incapacitated. All it was before is "can't take actions or reactions."
So stunning strike is an unarmed stroke right?
Could you take grappler and tavern brawler to
1) stunning strike
2)convert that into a grapple because stunned enemies automatically fail strength checks
3) move them 30 feet
4) flurry of blows, converting one into a shove
If so, that's funny.
I stun the big bad and yeet him 35 feet
And elemental monks can make their unarmed strikes at range - letting you grapple them from like 15 ft away. Monks are wild now
I like how your wounds will magically seal up overnight, but you really can't shake being tired unless you rest for like a whole entire week.
26:18 Chaos Bolt is in Xanathar's, not the 2014 PHB, which is why it wasn't updated. You can still use it.
"Why is Artificer not in the book, WoTC?!"
"Because it's a feat now!"
I died HAHAHAHAHA
And then I cried, as an Artificer fan :')
I think the Sharpshooter nerf is fine for one reason:
Dexterity was - and still is - the God-stat of DnD. It affects a stupidly large amount of rolls; letting the Strength stat shine in dealing more damage makes sense.
Yeah, counterspell is just not worth taking anymore
I think I see why they made it that while incapacitated, they still allow you to move - it's because if you're put out of the fight and knocked into an incapacitated state, that doesn't necessarily mean you're unconscious, it just means there's no fight left for you to give. So you're badly hurt, but you can probably still crawl or limp your way out of harm's way or something. The traditional definition of the word just means "powerless, helpless, empty of strength". You can't fight, but you can certainly still move up to your speed, and talk, unless you're knocked unconscious.
I welcome this change, because that's neat. Incapacitated enemies or players can still crawl or limp to get out of harm's way, and hopefully find a more opportune place where a teammate or companion can help them back into fighting condition by way of healing them. This also comes with risks. If you are incapacitated, and move away from an enemy, they still get an attack of opportunity. So you need to weigh a much heavier decision of whether it's worth moving towards an ally or not.
Also being able to move while stunned is awesome! It makes sense. You're stumbling, confused from the blow you just took, you're not literally paralyzed (like the other condition of the same name specifies).
As a warlock, getting counterspelled the old way was devastating as half of your spellslots where gone
I agree with Jacob re the new counterspell, but I get Colton's point too. Maybe upcasting could make the counter succeed automatically as before, bypassing the potential legendary resistance. Or it could be a check instead of a save for the same effect?
Regarding counterspell, from what I’ve heard they are moving away from npc have spell slots and just having spell they can cast a certain amount of times a day. This way counterspell still work the same as far as the player is concerned, but doesn’t waste a player spell slot if they get counterspell’d.
Nah making it a saving throw behind the dm screen is a huge nerf. Legendary actions can stop it now, making it not work when it’s needed most. Also very little spells will help force a con fail on their end, where tons of stuff can help you succeed an OG counterspell
can't move when incapacitated.. - Not able to take actions. For creatures immune to Incapacitation, you movement speed is not reduced. But being petrified makes you have 0 Move. If you are stunned but immune to Incap you can still move but you are still under the other effects (attack have advantage vs you and Disag on STR/DEX)
Oh yea, incapacitated has always allowed for movement in 5e.. I remember casting Raulothim’s Psychic Lance on a boss, once, and the DM and I looked up and ruled that he could reasonably move, but it would be like him bumbling around, if anything
One annoying change I found is that for subclasses, it doesn't say in the description of a feature what level you get it at. This is a bit of an issue when you get multiple features at a certain level of a subclass. It only says on the table what level the class gets subclass features, but doesn't account for which subclasses have multiple features at level 3. The only way I found how to tell is in the character creature on DnD Beyond. It's inconvenient when I want to look at a subclass real quick to see what features I get at what level. 2014 did it way better.
They didn't remove Chaos Bolt. it was never in PHB. You can still just USE Chaos Bolt.
you can get the lich to use a spell and a legendary resistance for the cost of a 3rd lvl spell. that's not too bad. they only have so many legendary resistances.
I mean spencer could still use chaos bolt in 2024. it wasn't updated and thus if your table allows things from 2014 you can just pick the old stuff that wasn't updated, such as all the old races, subclasses, artificer, and updated spells
Wild that exactly when you uploaded this, I was unaware, watching a low rated homebrew vid with these two characters
I kind of had a brain fart after hearing Jacob read bad items/feats/backstories for so long, when hes reading the normal stuff I automatically think its also bad and made by a baby
You regained my trust from the very beginning alone, Jacob. This is why you're the GOAT.
3:37 This is actually a BAD call for some people. You know, Matt Mercer effect (for both players and DMs.) Also, for some languages, we don't even have such luxury.
"Remember when I put out a two hour video last week and everyone went 'I'll watch that later.'"
A) it's neat to know TH-cam tells you that
B) I feel called out rn XD
I actually do like the new exhaustion rules. Much more understandable and easier to implement. High hopes that we will get Exhaustion levels on touch attacks from certain creatures.
you could move when incapacitated according to the previous rulebook too, it's not a change
Chromatic Orb is now the volleyball of doooom
I think I’m gonna mash the two Counterspells together, make it autowork on spells below the level it’s cast, but on spells equal to or above, the target has to make a Con save.
Also very sad day for Sorcerers to lose their signature spell 😔
Am I wrong in saying that counterspell is almost the same as before for the player’s side as, because of the use of ‘per day’ for monster spells now, the player is the only one that uses spell slots so is the only circumstance where they can gain 1 back.
So their spells are wasted, the player’s countered spells aren’t. Only actual change is the con save. They just removed the insta success which should’ve never existed (target con save seems abit bad though, I’d like the player to be in charge of their ability to counter. Perhaps a con roll off)
The counterspell flavour-wise seems like the caster’s attempt to quell the somewhat entropic features of magic, so having a small battle between the constitutions of the casters to will either entropy or order into existence makes sense for me
10:40 What, you never been sleepwalking? people can move while incapacitated.
I like how Spencer is just playing stardew valley in the backround
The counterspell change certainly makes it way less awesome when you counterspell the Lich’s Timestop, cuz he’s just gonna cast it again next turn. Certainly makes spellcaster monsters a LOT more deadly.
Literally just finished a Saltmarsh campaign and my character successfully countered the final boss’s Time Stop. (He still had his legendary resistances) so we would have 100% died, TPK’d, and had a sad ending if it weren’t for the raw power of 2014 counterspell..
What good is Blindsight if it doesn't counteract Blindness?
I think the counterspell changes are mostly because it’s annoying to deal with as a player, especially if you don’t have access to counter spell yourself. If your spell gets interrupted it doesn’t eat the slot, so it basically just wastes your turn instead of wasting it AND consuming the resource
Shout to spencer gaming in the background
I'll wait for your next video about the CEO wanting to embrace AI into DND
The healing spells are cool, I do hate the Counterspell change for the exact reason Colton outlined. Even as a DM, I think being able to legendary resistance a counterspell makes it so much lamer for the players. I've never had a player counterspell a big spell and not LOVED that moment. Every time it happens it's a hype moment for the player because they just stopped a game changing ability from being used. Legendary resistance or just being able to try again next turn absolutely takes that away from them. If I need a spell to succeed I can just make sure I have more counter spellers than they do, I'm the DM afterall.
the real nerds buy ALL the DnD 3.5e books ever published and run a campaign just so they can be a double Ninja. A cross class of Ninja with Ninja Warrior. yes, that's a real thing. and yes i've played it and it was awesome
Incapacitated can still allow for sleepwalkers, I guess?
"If 2024 has no haters, I'm dead" 😂😂😂💀
Chromatic orb now justifies its material costs
So when it comes to Dragonborn and lizard Folk, could they technically grapple four people at the same time, one with their tail, one with their mouth and two with their hands.
The change to counterspell makes it "Save or Suck" which has always been the worst class of leveled spell in 5e. A single target spell that does nothing when the enemy saves has always been only good for enemies to have, because D&D is 70% resource management. When an attack whiffs your sword doesn't shatter into a million pieces, but when a Save-or-Suck whiffs you have lost a spell slot and frequently the only chance or doing anything useful with your turn. 2024 Counterspell is a Save or Suck that even when it works just prolongs combat instead of hindering your enemy in any meaningful way. It has become both situational and has a high chance of failure, two things that consistently killed the value of spells in 5e and I'm pretty sure will be the same for this system.
11:00
Turn undead now incapacitates the undead, so they need to be able to move to run away. It just removes the ability to do actions.
Also I think there is text about unseen attackers still.
So any possibility that you’ll do character videos?
Basically revisiting all the different character, classes in D&D but only discussing what’s different with each class.
You could probably make them into a bunch of small videos
I don't see the issue; just use 2014 spells like Chaos Bolt with the 2024 ruleset. It all merges.
The wording for Intercept fighting style makes me think you can use it on yourself now. A shame that Protection is still the old wording. Might be meh, but I think it's neat.