Just a note in case anyone is worried I’m adding a mage to every encounter, I very rarely use counterspell against my players; it’s one of the spells I consider to have high “fun-ruining” potential.

I’m struggling a bit to decide on how to handle this interaction in a way that feels fair. From my understanding RAW, a character doesn’t know what spell is being cast. I think you can use your reaction to make an arcana check to discern it, but of course then you can’t counterspell it. For enemy spellcasters I generally describe what’s being cast, instead of naming the spell right away, but it can slow combat down, and is a bit one-sided since when a player casts a spell they lead with “I cast X”. This leads to an imbalance where I’m aware of what’s needed to counterspell something while the players are not, and can cause some awkwardness trying to decide how to play around that without metagaming.

I can think of a few different ways to handle this, each with its own drawbacks, but I’m curious to hear what y’all do at your tables!

  • Skkorm@lemmy.world
    link
    fedilink
    arrow-up
    2
    ·
    1 year ago

    I’ve heard of people implementing a rule where a spell being counter spelled doesn’t make them lose their turn. The person who is counter spelled loses the spell slot and the ability to cast leveled spells that turn, but doesn’t lose their action. Seems kind of a fun side step to the RAW rules.

    • DonnieDarkmodeOP
      link
      fedilink
      arrow-up
      1
      ·
      1 year ago

      That’s an interesting idea, and I can definitely see some groups liking that, but I don’t think it’s for my table. It would end up buffing enemies and skew balance towards casters. I do think it could be an interesting trait for a boss though, to represent especially potent spellcasting ability