So, what do you think? Will you join me in this new approach to Counterspell? I hope this fresh take will make your games more exciting and engaging. It also adds depth to the narrative, making the exchange more than just a simple "yes" or "no." See the difference? This approach not only makes the interaction more meaningful and exciting, but it also gives the player a chance to shine and feel like a hero. The sorcerer's eyes widen in shock as he realizes his spell has been thwarted. The two energies mix together, creating a dazzling display of light and sound. Here's how the same exchange could go using my approach:ĭM - The sorcerer's Fireball spell collides with your magical shield, causing a massive explosion of ice and fire. Describing the Effects of Counterspell: An Example Inspired by a scene in Avengers: Infinity War, I propose adding a more descriptive element to the interaction. While technically correct, this exchange doesn't convey the excitement and flavor that Counterspell deserves. Player 1 - I use my reaction to cast Counterspell.ĭM - He fails his save, so he does not cast that spell. In the past, when a player used Counterspell, the exchange went something like this:ĭM - The sorcerer turns to your group and lets out a mighty laugh as he casts Fireball on your party. Instead of merely mentioning the outcome of Counterspell, I suggest putting more effort into describing the spell's effects. So, I have a proposal that I hope will make this spell more exciting for both players and DMs. It is the antithesis of "yes and," which is a style many DMs strive for when running games. In this post, I want to share with you a fresh take on a classic spell that has always felt lackluster in my games: Counterspell.Ĭounterspell is a tricky spell to handle in any roleplaying game, especially in Dungeons and Dragons 5th edition. Welcome to a new segment of the Dice Dungeons Blog where we explore game mechanics and practices, and see how we can make them more exciting for our home games.
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