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!

  • DonnieDarkmode@lemm.eeOP
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    8 months ago

    Yeah this would potentially be a nice solution; I do think it’s fair that if you see someone casting a spell you yourself can cast, you’ll recognize what it is. The one drawback I can see is that it requires me to have everyone’s spell list memorized, which increases the chances I miss one of the matches.

    The more I think about the arcana check, the more I’m interested in it; initially I was worried adding additional checks every time somebody casts a spell could slow combat down too much, but maybe I’m overthinking that.