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<blockquote data-quote="The Little Raven" data-source="post: 3974607" data-attributes="member: 10095"><p>That only works based on the idea that your Acid Orb is not substantially better than Fireball. If that fireball is only a 1d6, then your 10d6 Acid Orb is still far better, and something to be used more effectively than just torching the first group of peons you come across. If they're closer in power, to where that "acid orb" is basically a "fireball plus 1d6 more damage," I can see the issue.</p><p></p><p>Just because a cleric might have an at-will ability to heal minor damage (say, 1d8) or a per-encounter ability to heal moderate damage (say, 5d8) doesn't mean that his per-day heal (heal all but 1d4 hp) is less important, or strategically unimportant.</p><p></p><p></p><p></p><p>I think we're working from an entirely different definition of "ace-in-the-hole."</p><p></p><p></p><p></p><p>This definition doesn't say anything about it being a regular part of your arsenal for success, but rather an extra special component that assures success (like a super-damaging per-day spell, as opposed to the moderate damage of your per-encounter or at-will abilities).</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 3974607, member: 10095"] That only works based on the idea that your Acid Orb is not substantially better than Fireball. If that fireball is only a 1d6, then your 10d6 Acid Orb is still far better, and something to be used more effectively than just torching the first group of peons you come across. If they're closer in power, to where that "acid orb" is basically a "fireball plus 1d6 more damage," I can see the issue. Just because a cleric might have an at-will ability to heal minor damage (say, 1d8) or a per-encounter ability to heal moderate damage (say, 5d8) doesn't mean that his per-day heal (heal all but 1d4 hp) is less important, or strategically unimportant. I think we're working from an entirely different definition of "ace-in-the-hole." This definition doesn't say anything about it being a regular part of your arsenal for success, but rather an extra special component that assures success (like a super-damaging per-day spell, as opposed to the moderate damage of your per-encounter or at-will abilities). [/QUOTE]
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