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Playtest 6: Paladin ... Divine Smite is a Spell now
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<blockquote data-quote="Chaosmancer" data-source="post: 9063307" data-attributes="member: 6801228"><p>The only thing you dislike is that it is a spell. </p><p>The only difference between what it was and being a spell, is that now it is affected by things that affect magic. </p><p></p><p>ergo, the only thing you dislike is that now Divine Smite can be countered, Anti-Magicked and Silenced.</p><p></p><p></p><p></p><p>Yes, as I have stated over a dozen times in this discussion with you. Those are the only two options that are balanced.</p><p></p><p></p><p></p><p>That is a whole lot of words to say you can't prove that Paladins aren't identifiable.</p><p></p><p></p><p></p><p>I'm not seeing a problem with that.</p><p></p><p></p><p></p><p>So, you are only talking about silence? Funny, I was talking about counterspell. </p><p></p><p>But okay, since we agree that paladins are less affected by counterspell, let's look at silence. You are correct a Paladin will not be able to smite while in a zone of silence, and that a caster can exit a zone of silence and cast... but what happens if a caster CAN'T exit a zone of silence? </p><p></p><p>See, a paladin in a zone of silence is still dishing out between 2d8+mods and 2d10+1d4+3d8+mods of damage in silence, depending on the build and level. A wizard that is trapped in silence... can't. They might be really lucky and be able to hit with a 1d8+0. Now, I'm pretty good at math, but assuming the wizard can't leave.... the paladin seems to be less effected. And, well, while the paladin may not be able to smite that enemy in the silence, paladin damage is respectable WITHOUT needing to smite on every single attack in every single fight.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9063307, member: 6801228"] The only thing you dislike is that it is a spell. The only difference between what it was and being a spell, is that now it is affected by things that affect magic. ergo, the only thing you dislike is that now Divine Smite can be countered, Anti-Magicked and Silenced. Yes, as I have stated over a dozen times in this discussion with you. Those are the only two options that are balanced. That is a whole lot of words to say you can't prove that Paladins aren't identifiable. I'm not seeing a problem with that. So, you are only talking about silence? Funny, I was talking about counterspell. But okay, since we agree that paladins are less affected by counterspell, let's look at silence. You are correct a Paladin will not be able to smite while in a zone of silence, and that a caster can exit a zone of silence and cast... but what happens if a caster CAN'T exit a zone of silence? See, a paladin in a zone of silence is still dishing out between 2d8+mods and 2d10+1d4+3d8+mods of damage in silence, depending on the build and level. A wizard that is trapped in silence... can't. They might be really lucky and be able to hit with a 1d8+0. Now, I'm pretty good at math, but assuming the wizard can't leave.... the paladin seems to be less effected. And, well, while the paladin may not be able to smite that enemy in the silence, paladin damage is respectable WITHOUT needing to smite on every single attack in every single fight. [/QUOTE]
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Playtest 6: Paladin ... Divine Smite is a Spell now
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