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<blockquote data-quote="rmcoen" data-source="post: 8962023" data-attributes="member: 6692404"><p>Opening Statement: I have been running a 5e campaign for 3 years, and playing one for 2 years; where I play, I have a Paladin 6 / Genie Tomelock 3.</p><p></p><p><strong>Unarmed Smite</strong>: I'm totally fine with this, already allowed it in my campaign, and my paladin has it in the other campaign. Has never come up. I have no issue with channeling the destructive power of god through the hand, or the weapon in the hand... same difference. However...</p><p></p><p><strong>Ranged Smite</strong>: (a) ranged combat builds are too good in 5e. Moving on... (b) I can picture slicing into a foe and then surging power down the blade (melee Smite); when I miss, I don't release the power. Shooting... after the arrow leaves the bow (for example), I have no connection to it. How do I surge power into the arrow? In my headcanon, though, I'm totally fine for the (admittedly unoptimal) option to charge the arrow with a Smite <em>before</em> releasing it; hit or miss, the Smite is spent. Also, no post-attack Smite Spell option that way either. Which leads to...</p><p></p><p>(Also, didn't a read somewhere that Vax in Critical Role is throwing daggers and smiting with them? How's that mechanic working? Is he pre-smiting and then throwing the empowered dagger?)</p><p></p><p><strong>Smite Spells</strong>: (a) the cleric shouldn't have this. Totally agree with everyone who said these should be class powers, not spells. (See Giffyglyph's Darker Dungeons supplement.) (b) Most of these are improved over 5e to actually be more useful - no Concentration is a huge benefit [sorry, can't Branding Smite, we'll lose Bless], a few got damage increases, and timing works better. (c) No spellcasting when using a Smite of any kind? WTF. Go back and see point (a).</p><p></p><p><strong>Find Steed</strong>: Like this change mostly. Especially love the paladin getting a free casting, and much much faster casting. Since my paladin's mount just got chomped by a remorhaz, and now I'm hundreds of feet away from the rest of the party in full plate... I'm glaring hard at that 10 minute casting time! (Again with "Why does the cleric get this though? Just make Find Steed a class ability, not a magic tax, and move on!!)</p><p></p><p><strong>One Smite Per Round</strong>: Sigh. I like the option to nova. I use it on spellcasting foes. I.... can let this one go. Paladins <em>are</em> really strong.</p><p></p><p><strong>Smite and Critical Hits</strong>: I guess, let's look at it like this. Does the rogue's always-on Sneak Attack damage get multiplied in a crit? How about the Battlemaster's as-needed short-rest-replenished Superiority damage? What about that bonus <em>hex</em> or <em>hunter's mark</em> damage? If the answer to any of these is "yes", then Smite does too. It requires a hit, it takes a Long Rest resource... it should get <em>at least</em> what the no-resource and short-rest-resource abilities get. And yes, the paladin I play does <em>usually</em> wait for a crit to Smite... but that's not an option always (smiting this guy whether I crit or not, or oops out of spells). But if <em>none</em> of the above <em>other</em> cases of bonus damage get multiplied, then this maybe shouldn't either.</p></blockquote><p></p>
[QUOTE="rmcoen, post: 8962023, member: 6692404"] Opening Statement: I have been running a 5e campaign for 3 years, and playing one for 2 years; where I play, I have a Paladin 6 / Genie Tomelock 3. [B]Unarmed Smite[/B]: I'm totally fine with this, already allowed it in my campaign, and my paladin has it in the other campaign. Has never come up. I have no issue with channeling the destructive power of god through the hand, or the weapon in the hand... same difference. However... [B]Ranged Smite[/B]: (a) ranged combat builds are too good in 5e. Moving on... (b) I can picture slicing into a foe and then surging power down the blade (melee Smite); when I miss, I don't release the power. Shooting... after the arrow leaves the bow (for example), I have no connection to it. How do I surge power into the arrow? In my headcanon, though, I'm totally fine for the (admittedly unoptimal) option to charge the arrow with a Smite [I]before[/I] releasing it; hit or miss, the Smite is spent. Also, no post-attack Smite Spell option that way either. Which leads to... (Also, didn't a read somewhere that Vax in Critical Role is throwing daggers and smiting with them? How's that mechanic working? Is he pre-smiting and then throwing the empowered dagger?) [B]Smite Spells[/B]: (a) the cleric shouldn't have this. Totally agree with everyone who said these should be class powers, not spells. (See Giffyglyph's Darker Dungeons supplement.) (b) Most of these are improved over 5e to actually be more useful - no Concentration is a huge benefit [sorry, can't Branding Smite, we'll lose Bless], a few got damage increases, and timing works better. (c) No spellcasting when using a Smite of any kind? WTF. Go back and see point (a). [B]Find Steed[/B]: Like this change mostly. Especially love the paladin getting a free casting, and much much faster casting. Since my paladin's mount just got chomped by a remorhaz, and now I'm hundreds of feet away from the rest of the party in full plate... I'm glaring hard at that 10 minute casting time! (Again with "Why does the cleric get this though? Just make Find Steed a class ability, not a magic tax, and move on!!) [B]One Smite Per Round[/B]: Sigh. I like the option to nova. I use it on spellcasting foes. I.... can let this one go. Paladins [I]are[/I] really strong. [B]Smite and Critical Hits[/B]: I guess, let's look at it like this. Does the rogue's always-on Sneak Attack damage get multiplied in a crit? How about the Battlemaster's as-needed short-rest-replenished Superiority damage? What about that bonus [I]hex[/I] or [I]hunter's mark[/I] damage? If the answer to any of these is "yes", then Smite does too. It requires a hit, it takes a Long Rest resource... it should get [I]at least[/I] what the no-resource and short-rest-resource abilities get. And yes, the paladin I play does [I]usually[/I] wait for a crit to Smite... but that's not an option always (smiting this guy whether I crit or not, or oops out of spells). But if [I]none[/I] of the above [I]other[/I] cases of bonus damage get multiplied, then this maybe shouldn't either. [/QUOTE]
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