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Do You Think Spare the Dying is a Problem?
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<blockquote data-quote="tglassy" data-source="post: 7436163" data-attributes="member: 6855204"><p>I wouldn’t be worried about how balanced it is because balance doesn’t exist in these games. There are simply mechanics. Some spells will always be better than others, because reasons. Because of this, there will always be underutilized spells, because everyone will pick the other spells instead. A wizard who picks the underutilized spells will be perceived as being weaker. There’s no balance there. </p><p></p><p>And there shouldn’t be. Life isn’t balanced. You wanted the animal companion. You wanted a wolf to follow you around. You’re going to make some serious sacrifices for that. You’re going to look at the Fighter and envy the number of attacks and feats/asi he gets. You’re going to feel pathetic when the dual wielding Paladin gets three crits in a row on one turn and uses all 3 of his 3rd lvl Divine Smites on one bad guy (I’ve seen it happen, something like 120 pts of Damage on one turn). </p><p></p><p>But you wanted your wolf, so you got your wolf, and when the rest of the team is down, you’ll be able to drag your bloody self away to safety with said wolf. </p><p></p><p>The main issue is what kind of game do you run? Spare The Dying is unnecessary simply because dying is so hard in this edition. I believe the developers realized this in the play test. They originally gave it a +1 to HP, but what they realized is that even without that, there are so many ways to get that +1 hp that having it on a cantrip became redundant. So, instead it heals a person until they are stable, but doesn’t wake them up. Useful, sure, but nothing three good saves can do by themselves, or anyone could do with a bandage and a good roll. But it’s magic, so no roll needed. Ok, I can get behind that. Makes it marginally more useful.</p></blockquote><p></p>
[QUOTE="tglassy, post: 7436163, member: 6855204"] I wouldn’t be worried about how balanced it is because balance doesn’t exist in these games. There are simply mechanics. Some spells will always be better than others, because reasons. Because of this, there will always be underutilized spells, because everyone will pick the other spells instead. A wizard who picks the underutilized spells will be perceived as being weaker. There’s no balance there. And there shouldn’t be. Life isn’t balanced. You wanted the animal companion. You wanted a wolf to follow you around. You’re going to make some serious sacrifices for that. You’re going to look at the Fighter and envy the number of attacks and feats/asi he gets. You’re going to feel pathetic when the dual wielding Paladin gets three crits in a row on one turn and uses all 3 of his 3rd lvl Divine Smites on one bad guy (I’ve seen it happen, something like 120 pts of Damage on one turn). But you wanted your wolf, so you got your wolf, and when the rest of the team is down, you’ll be able to drag your bloody self away to safety with said wolf. The main issue is what kind of game do you run? Spare The Dying is unnecessary simply because dying is so hard in this edition. I believe the developers realized this in the play test. They originally gave it a +1 to HP, but what they realized is that even without that, there are so many ways to get that +1 hp that having it on a cantrip became redundant. So, instead it heals a person until they are stable, but doesn’t wake them up. Useful, sure, but nothing three good saves can do by themselves, or anyone could do with a bandage and a good roll. But it’s magic, so no roll needed. Ok, I can get behind that. Makes it marginally more useful. [/QUOTE]
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