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Playtest 6: Paladin ... Divine Smite is a Spell now
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<blockquote data-quote="Vael" data-source="post: 9060483" data-attributes="member: 57043"><p>Because it did technically allow the Paladin to use two spell slots per turn, one to smite another to cast ... something that full casters are prevented from doing, since casting a spell as a bonus action means you cannot cast a non-cantrip spell. The last write-up for the Paladin included new text to stop that from happening. The Sorcerer's Twin Spell got nerfed hard because the limited ability to do that was viewed as too powerful. In general ... ignoring reaction spells, casting two (non cantrip) spells a turn is considered too much by the designers. They've said as much. See also the rewrite of Fighter's Action Surge to no longer allow spellcasting with that action. Also, with the changes to the other Smite spells, if Divine Smite was left as is, double-smiting is clearly a strong option for Paladins and so we have two choices:</p><p>1. Leave Divine Smite as is but add a rule that says if you use it, you can't cast spells this turn. That was how the previous Paladin playtest was written.</p><p>2. Make Divine Smite a spell and it now, by virtue of action economy negates the need to spell this out, a Paladin cannot double Smite.</p><p></p><p>I think option 2 is cleaner because it accomplishes the same design goal without adding more rules to remember and makes all the Smites function the same, and I actually like the interplay of being able to Counterspell it or store it in a Ring of Spell Storing.</p></blockquote><p></p>
[QUOTE="Vael, post: 9060483, member: 57043"] Because it did technically allow the Paladin to use two spell slots per turn, one to smite another to cast ... something that full casters are prevented from doing, since casting a spell as a bonus action means you cannot cast a non-cantrip spell. The last write-up for the Paladin included new text to stop that from happening. The Sorcerer's Twin Spell got nerfed hard because the limited ability to do that was viewed as too powerful. In general ... ignoring reaction spells, casting two (non cantrip) spells a turn is considered too much by the designers. They've said as much. See also the rewrite of Fighter's Action Surge to no longer allow spellcasting with that action. Also, with the changes to the other Smite spells, if Divine Smite was left as is, double-smiting is clearly a strong option for Paladins and so we have two choices: 1. Leave Divine Smite as is but add a rule that says if you use it, you can't cast spells this turn. That was how the previous Paladin playtest was written. 2. Make Divine Smite a spell and it now, by virtue of action economy negates the need to spell this out, a Paladin cannot double Smite. I think option 2 is cleaner because it accomplishes the same design goal without adding more rules to remember and makes all the Smites function the same, and I actually like the interplay of being able to Counterspell it or store it in a Ring of Spell Storing. [/QUOTE]
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Playtest 6: Paladin ... Divine Smite is a Spell now
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