Aaedimus
2020-05-07, 12:26 PM
The recent "What's up with the hate on counterspell" post gave me a really interesting idea that I think I'm going to make a post about: Tell me what you think of this homebrew rule thematically and mechanically, and how you'd change it to make it fun without throwing off the game.
Counterspell is no longer a spell, it is a held action (burning up your action and reaction)
-(because of this, you can possibly see when the NPC's are readying to counter you and vice versa)
you start by declaring your counterspell.
The caster begins their spell and you enter a contested struggle of power, the counter-speller makes a straight intelligence check, contested by the caster's spellcasting ability plus the spell level.
If the counterspeller is successful in the contested check, they must sacrifice a spell slot of at least equal level to the one being countered, if unsuccessful no spell slots are wasted (but their turn was). The original caster can choose to spend spell slots to infuse power into their spell and overwhelm the counterspell (adding the level of slots sacrificed to the roll). The counterspeller now is aware of the nature of the spell being cast. The caster and counter-speller have found themselves locked in a battle of power, until one of the two give in because the spell is not worth the sacrifice.
Rather than canceling the spell, conversely when announcing the held action the counterspeller can choose to attempt to cast a specific spell, which will allow them to add their proficiency bonus to the contested check. Upon a success, rather than entering a contest of spell slots, both spells occur to some extent, but are changed in some way decided by the DM. Casting a damaging spell at someone attempting to teleport might throw off their direction and create a mishap without doing full damage. Casting a darkness spell might cause magic missiles to lose their auto-hit quality. You still get to cast the spell, but get additional effects based on how the DM imagines they would interact.
I didn't really try to balance it out, but if you were to adopt something similar, how would you tweak it?
I think having a counterspell mechanic definitely has its place, however I think just using a spell as a reaction really is what ruins the game when people (DM or player use it). Instead of just being a "No" button, here you can have an interesting interaction with more give and take. if you REALLY want that spell to go off (or to counter the spell) you can JUICE IT! depending on how important that is to you.
Counterspell is no longer a spell, it is a held action (burning up your action and reaction)
-(because of this, you can possibly see when the NPC's are readying to counter you and vice versa)
you start by declaring your counterspell.
The caster begins their spell and you enter a contested struggle of power, the counter-speller makes a straight intelligence check, contested by the caster's spellcasting ability plus the spell level.
If the counterspeller is successful in the contested check, they must sacrifice a spell slot of at least equal level to the one being countered, if unsuccessful no spell slots are wasted (but their turn was). The original caster can choose to spend spell slots to infuse power into their spell and overwhelm the counterspell (adding the level of slots sacrificed to the roll). The counterspeller now is aware of the nature of the spell being cast. The caster and counter-speller have found themselves locked in a battle of power, until one of the two give in because the spell is not worth the sacrifice.
Rather than canceling the spell, conversely when announcing the held action the counterspeller can choose to attempt to cast a specific spell, which will allow them to add their proficiency bonus to the contested check. Upon a success, rather than entering a contest of spell slots, both spells occur to some extent, but are changed in some way decided by the DM. Casting a damaging spell at someone attempting to teleport might throw off their direction and create a mishap without doing full damage. Casting a darkness spell might cause magic missiles to lose their auto-hit quality. You still get to cast the spell, but get additional effects based on how the DM imagines they would interact.
I didn't really try to balance it out, but if you were to adopt something similar, how would you tweak it?
I think having a counterspell mechanic definitely has its place, however I think just using a spell as a reaction really is what ruins the game when people (DM or player use it). Instead of just being a "No" button, here you can have an interesting interaction with more give and take. if you REALLY want that spell to go off (or to counter the spell) you can JUICE IT! depending on how important that is to you.