Is it reasonable to think that most magic users would be familiar with the spell Silence and thus know easy ways to counter it? [closed]

The spell Silence as described in the PHB:

For the Duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere is immune to thunder damage, and creatures are Deafened while entirely inside it. Casting a Spell that includes a verbal component is impossible there.

The spell is obviously a useful tool against magic wielders, but I’m trying to get clarification on its limitations.

Would it be common for magic users to recognize the Silence spell and know easy ways to counter its effects? For example, a wizard familiar with the spell might know to just run a short distance in any direction to leave its area of effect, and then continue casting spells. I understand that different types of characters will have different knowledge of spells, but Silence isn’t a high level spell and would seemingly be well known to many mid- and even low-level magic users.

The related question below might shed light on how a character would react to the Silence spell, because they might instead interpret the effect as being deafened.

Related questions:

Deafness vs Silence – How to distinguish Darkness from being blinded and Silence from being deafened?

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what are reasonable age expections for levels?

This is not a question about enforced limits but about plausible NPC reactions, to the PCs and how they explain other NPCs to the players. (Minimums more than maximums, since all a character has to do to stay lower level is not adventure.)

If an NPC can gauge a human sorcerer’s level, and meets one that is 25, and the expectation is that most start adventures at 18 and go up a level generally once a year:

  • a second level one spent most time doing things other than adventure
  • a fifth level one spent a fair amount of time doing other things, or had many encounters with little experience
  • a seventh level one has adventured steadily
  • a tenth level one has hit some amazing adventures with much danger and experience
  • a fifteenth level one has had nothing but amazing adventures (or is a fraud, or the apparent age is a factor of illusion or de-aging magic)
  • a twentieth level one is certainly a fraud or using magic to de-age or appear younger

These can be widely off, of course, with the second level one having been the victim of aging magic or the twentieth level one having had to start adventuring young and had some amazing adventures, but they are accurate enough that NPCs would not find such assumptions — an inn keeper saying that the sorceress staying at the inn isn’t the real adventuring type, or a high-level wizard commenting that another wizard has certainly gotten far for his age — blowing up in their faces often enough to discourage estimates.

Is a year a plausible? Six months? Two years? Or would variation be too much for NPCs to form expectations?

The setting is one that does not require training to go up in level, and in which there are plentiful known dungeons where adventures can be had and with routine supplies near enough to not require travel. Unusual supplies or moving to a new dungeons takes weeks at most, usually days. So, characters who want to can adventure with minimal down-time.

Is it reasonable to let Inquisitive Rogues get advantage on Perception and Investigation outside combat?

I am DM in a campaign and recently my players reached level 3. The Rogue chose to take the Inquisitive archetype.

I am looking at the Eye for Detail feature, which allows the rogue to make a Perception check to look for hidden things or an Investigation check to uncover or decipher clues as a bonus action. At first glance I interpret this as an extension of the Cunning Action feature (similar to the Thief’s Fast Hands or Mastermind’s Master of Tactics), by giving the rogue more things to do with their bonus action.

The Eye for Detail feature definitely has uses in combat. Bonus action Perception checks are an excellent counter against foes which like to hide (which my players face semi-regularly). Investigation is more situational, but not useless.

However, outside combat the action economy is not so important. If you are acting on the timescale of minutes rather than seconds it is not practical to track individual actions. But on the same timescale of minutes (rather than hours) you can, in principle, track things by individual actions.

By this reasoning, an Inquisitive Rogue can make twice as many Perception or Investigation checks in a given time-frame as any other character (assuming that is the only activity they are doing, and that the checks fall under the specifications for the Eye for Detail feature). They are able to search faster so, given a fixed time-frame, can search more thoroughly, or search a wider area.

Of course, I don’t actually want to track actions round by round for a search which would take a few minutes. That would involve a stupid amount of die rolling and completely skews the statistics. But I was wondering whether the Inquisitive’s Eye for Detail should still provide some benefit.

Would it be reasonable, under appropriate circumstances, to grant an Inquisitive Rogue advantage on Perception and Investigation checks outside combat? Or would this be unbalanced?

‘Appropriate circumstances’ being cases where simply searching more would plausibly improve chances of success (e.g. hide and seek), the timescale of the activity is short enough to make an intensive effort practical (but long enough to not be measured in rounds), the check pertains to the activities described in Eye for Detail, and the rogue is not dividing their attention between other actions.

My rationale behind this is that, in combat, a rogue can roll twice as many checks as someone else, so rolling advantage is essentially equivalent to that. I figure that a small circumstantial non-combat buff which emphasises the archetype’s strengths is acceptable.

My concern is that this might be too advantageous. This greatly extends the usefulness of the feature by allowing it to be useful outside combat, and advantage is a large bonus. If this makes the archetype far more powerful than it should be, or has unintended interactions, then I should be wary about granting such regular advantage. I have not had much experience with Inquisitive Rogues; if they are a powerful archetype then such a buff would be unneeded, although if they are a weak archetype then this buff might be beneficial.

Note that I am not planning to explicitly modify the Eye for Detail feature. Rather, I will use my latitude as DM to grant advantage based solely on the implied usefulness of the Eye for Detail feature. But I wish to discern whether such a ruling is wise or unbalanced before setting a precedent.

Help in understanding ‘reasonable’ encoding of inputs

I read that a reasonable encoding of inputs is one where the length of the encoding is no more than a polynomial of the ‘natural representation’ of the input. For instance, binary encodings are reasonable, but unary encodings are not.

But say that the input is a graph, and its natural representation is a vertex and edge list. Suppose that the graph has $ k$ vertices. If I use unary to encode, the overall length of the input referring to the vertex list would be $ O(k^2)$ , i.e. $ =|1^1|+|1^2|+|1^3|+…+|1^k|$ . Isn’t this unary encoding still a polynomial with respect to the number of vertices of the graph (which is $ k$ )?

What am I missing here?

What is a reasonable player cost for Manor rebuilding?

At some point during the introductory adventure Lost Mine of Phandelver, the PC’s are capable of liberating a manor.

My question is, what is a proper price to charge the party as a cost to rebuild that particular Manor which has largely been abandoned and uncared for save for the basement level? Should I worry about upkeep? Tax? I can not find much in the way of how to go about this in the DMG.

How to modify a monster to be a reasonable challenge for a level 1 party?

I was preparing a one-shot adventure for my friends. It will include a fight with a weakened mind flayer and a giant heart which will be the boss of the adventure. The heart will summon gory minions (could be anything, must be suited to the gory theme).

How do I modify the mindflayer to be a reasonable challenge for a level 1 party and what official monster is the closest to a giant pulsing hearth (mabe gibbering mouther?) might still be workable. The party will include four first level player characters consisting of the folk hero fighter, cleric, wizard and a rouge from starter set character sheets. Thanks 🙂

When is a reasonable level range to offer Gurt’s Greataxe to a player?

As suggested in the title, I ran into Gurt’s Greataxe. I was looking up magic items in my free time since I was curious, and I thought why not search for magic items related to greataxes, since my character is a Half-Orc barbarian who is currently a barb-fighter 4-2. I accidentally ran into Gurt’s Greataxe while searching, which is offered in the Storm King’s Thunder campaign that I’m in with my group. For further information, Gurt’s Greataxe gives:

You gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human.

The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.

As an action, you can cast a version of the Heat Metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can’t be used again until the next dawn.

Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively.

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Based off of this rather immense power that the axe has between the 3d12 slashing damage, the extra 2d12 if attacking a human, and the cold version of the Heat Metal spell, although subjective to the DM, what is a reasonable level range that this weapon could be offered in? Because with this weapon, I’d say there’s a point where it would be rather overpowered if given too early, and I just needed some outside input on this thought. Much appreciated!

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