![]() ![]() There is the question of why it can't attack, because if it has the ability to carry 10 lbs then it would seem it should have the ability to hold and move a sword. The other thing I considered after making the original post is that perhaps the hand wouldn't be able to move fast enough to "throw" anything. Grabbing the dirt is one use of Mage Hand, and throwing it is the second.This makes a lot of sense from a balancing point of view. My recommendation is requiring it to be a two-step process. Grabbing the dirt is one use of Mage Hand, and throwing it is the second.Īlternatively, I might say that throwing the dirt lets the target make a Dexterity Save, but that's just creating a bunch of random, silly rolls for Disadvantage, so I think the two-action requirement is a better possibility, especially since it can be "preloaded" (the wizard can grab a handful of dirt before a fight). That is, unless we make a solution that accomplishes what the wizard wants, but is still explicitly worse than the Arcane Trickster's level 7 feature So if it doesn't make sense for the Rogue to do that, the Wizard cannot do it either. ![]() And any exception made for the Wizard also has to be made for the Rogue, and allowing a Rogue at level 3 to force Disadvantage as a Bonus Action when they, by default, learn how to force Advantage to hit at level 7, just doesn't make any sense. ![]() Normally, I'd say that because the Rogue can move his Mage Hand as a Bonus Action where the Wizard has to use an Action, the Rogue already has a step up and can already do this better than the Wizard as a specialized build, but even so, the Rogue is not allowed to force Advantage to hit with Mage Hand until level 7. ![]()
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