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How to balance the shield spell?
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<blockquote data-quote="Justice and Rule" data-source="post: 9027763" data-attributes="member: 6778210"><p>Yes, but what do the majority play? This is a fine view to have, but it ignores that what we've seen is that there are fewer encounters rather than more, which has subsequently unbalanced things towards casters because of decisions made late into the design process of 5E.</p><p></p><p></p><p></p><p>The point is that it creates an unbalancing effect within a certain combination, largely because of the nature of how the spell is built. If it were even just a +5 against one attack it might be more okay. That it is +5 until the start of their next turn is what makes it overly tanky for people who have access to armor. Like, there's a reason they took it out of the Forge Cleric's Domain spells.</p><p></p><p></p><p></p><p>I mean, it was really unclear given that you specified melee attacks for whatever reason.</p><p></p><p></p><p></p><p>It's great to say "Oh, target someone else", but I feel like this is just a cop out. If it was so easy to target the wizard, <em>I'd already be doing that. </em>The point being made is that certain dips like Pallies and such can just make such ridiculous use of the power, even with fewer spell slots than a standard caster.</p><p></p><p>I also feel like you're missing that we're talking about not-wizards in this conversation, but okay.</p><p></p><p></p><p></p><p>Uh, okay. Like, it's cool that you don't play whatever the DMG recommends, but it's weird if you reference some idea of how many rounds of combat you are supposed to get in a day.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9027763, member: 6778210"] Yes, but what do the majority play? This is a fine view to have, but it ignores that what we've seen is that there are fewer encounters rather than more, which has subsequently unbalanced things towards casters because of decisions made late into the design process of 5E. The point is that it creates an unbalancing effect within a certain combination, largely because of the nature of how the spell is built. If it were even just a +5 against one attack it might be more okay. That it is +5 until the start of their next turn is what makes it overly tanky for people who have access to armor. Like, there's a reason they took it out of the Forge Cleric's Domain spells. I mean, it was really unclear given that you specified melee attacks for whatever reason. It's great to say "Oh, target someone else", but I feel like this is just a cop out. If it was so easy to target the wizard, [I]I'd already be doing that. [/I]The point being made is that certain dips like Pallies and such can just make such ridiculous use of the power, even with fewer spell slots than a standard caster. I also feel like you're missing that we're talking about not-wizards in this conversation, but okay. Uh, okay. Like, it's cool that you don't play whatever the DMG recommends, but it's weird if you reference some idea of how many rounds of combat you are supposed to get in a day. [/QUOTE]
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How to balance the shield spell?
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