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D&D 5E A use for True Strike

jaelis

Oh this is where the title goes?
I houseruled it to be castable on an ally, and the ally doesn't have to see the attack's target when cast. So it's basically a ranged aid you can cast before combat starts. I think this is fine, but I can't say anyone has taken it.

I'd worry about giving a free crit, some character builds can make a lot of hay from crits.
 

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Asisreo

Patron Badass
True Strike is bad enough, that if it read "your first attack on the target next turn is at advantage, and if it hits it is a critical" it would start begin useful.

And would fit the theme of the spell.
That would make it extremely useful. It might be a bit overpowered as a cantrip.

Speaking of which, I've been digging at the other cantrips and in terms of what's available, they're all pretty underwhelming. Any creature that saves from a non-evocation wizard's cantrip has the same effect as if the wizard sat down and played with his arcane staff for the round without the fear of an explosion. Firebolt, Eldritch Blast, and ray of frost are unique in that they are more reliable and can crit.

Cantrips like prestidigation, minor illusion, move earth, mending, message, light, etc all have situational combat utility but they aren't guaranteed to be useful in a fight.

I believe this balance is meant to incentive expending spellslots rather than rely on cantrips every round (except for warlocks who have heavy incentive to cast Eldritch Blast.) Even the attack roll cantrips are a 1-time all-or-nothing attack for the round even at high levels.

True strike is similar but it is obviously supposed to be used in combat. I mean, true striking someone you're about to fight can be somewhat useful as discussed but it's weird.
 

MiraMels

Explorer
True strike is a good set up for any single attack roll you're about to make that consumes a spell slot, and it always has been.
 

DND_Reborn

The High Aldwin
True Strike is bad enough, that if it read "your first attack on the target next turn is at advantage, and if it hits it is a critical" it would start begin useful.

And would fit the theme of the spell.
I also think that would be a bit OP for a cantrip. Maybe if you removed advantage and instead have it treat any hit as a natural 20? It won't improve your base chance to hit, but if you hit it becomes a whopper! :)
 

Asisreo

Patron Badass
I also think that would be a bit OP for a cantrip. Maybe if you removed advantage and instead have it treat any hit as a natural 20? It won't improve your base chance to hit, but if you hit it becomes a whopper! :)
That seems like the best fix to True Strike I've seen. It's not too overpowered but it keeps the function of making divining your opponent's weakness.
 

jgsugden

Legend
The partner of True Strike, Blade Ward, is actually useful. It is preemptive healing without a spell slot. In games where a PC is allowed to swap out cantrips, I have taken it at low levels as a bard and then waded into battle when low on spell slots to draw fire from enemies so that their attacks do not take down the fighter, etc...

It falls out of use at higher levels, but it definitely stretched the healing in the party at the lowest levels.

As for true strike - If you do not have surprise or another means of gaining advantage, yet you can still prepare for a battle before it begins, it is a useful non-spell slot buff to cast before combat.

I created a magic item that cast it as a free action when the wielder of the magic item had a critical hit. That was a fun use of the spell, but it was not really the spell as written.
 

Points 1 and 2 should be fairly obvious: you give up one action (i.e. one turn) to cast True Strike to increase your chances at a spell or ability you don't really want to waste.

The trouble is, in virtually all examples I've ever seen, it still doesn't make sense, assuming you're fighting something, because of the action economy and the relatively high value of cantrips. And the more powerful your cantrips are, the worse True Strike becomes.

And yes your gut feeling is a gut feeling everyone has. I had the same.

But we're wrong. When you do the math, it almost inevitably works out that actually, on average, that's a bad idea. This is for a few reasons:

1) As noted, the value of cantrips (or other uses of your action, like using a weapon, or grappling or whatever), is quite high. Damaging cantrips scale, too, which often gets overlooked. True Strike does not scale, but it does take your entire Action.

2) Most high-value non-spell damage abilities are declared AFTER you hit in 5E. Not all, but a very large proportion. Smite particularly. You going to do a huge smite? Doesn't matter if you miss, because you don't trigger the smite until you hit.

3) Most spells which involve a roll-to-hit are not drastically more damaging than cantrips, or have other features that make them less-compatible with True Strike (like, they involve multiple attacks, and True Strike only applies to the first).

4) True Strike is a Concentration spell. This is absolutely killer for True Strike. Many amazing spells, from Bless onwards, are Concentration. Any spellcaster doing anything hard, is probably using their Concentration on something already. As a bonus you could easily lose your True Strike entirely if you get damaged, meaning you just blew an action on exactly nothing.

So people, quite naturally "feel like" True Strike should be useful. That feeling is why it's in the game. Because people, including apparently game designers, don't do that math. The moment that they actually do the math, it becomes clear that it's so corner-case in its usage, that's it's quite likely to never see a legitimate use.

Your 1 & 2 seem obvious, that's not actually how it's likely to work out, mathematically, because as I said, most of those "attack abilities" are post-hit (so no benefit, you just lose the damage from the round you cast True Strike instead of attacking) and most of the spells which roll to hit don't gain as much damage, on average, from rolling with Advantage, as you lose from not trying an attack with a cantrip in the previous round. The easier the to-hit roll, the less you gain from True Strike, too.

I think there's probably a point where, when you are attacking a sufficiently high AC (and I think it would have to be unusually high for that level of play), and using a high-damage roll-to-hit spell (one of the nastier Cause Wounds, maybe), where it might make sense, but it's going to be rare. We can do the math on various situations if you like, but I'm going to want participation if I'm going to do math for people.

The partner of True Strike, Blade Ward, is actually useful. It is preemptive healing without a spell slot. In games where a PC is allowed to swap out cantrips, I have taken it at low levels as a bard and then waded into battle when low on spell slots to draw fire from enemies so that their attacks do not take down the fighter, etc...

It falls out of use at higher levels, but it definitely stretched the healing in the party at the lowest levels.

This is only true if your damage is so bad that you can't contribute meaningfully to taking down the enemies, which with most Bards, shouldn't be the case at low levels (though I can concede it may be with some). Still, it's definitely got more potential uses than True Strike, and yes the "I'd rather they tried to hit me and not do much than tried to hit the guy on 5HP when I have no heals left - or just one to save him" is a real thing, potentially.
 

That seems like the best fix to True Strike I've seen. It's not too overpowered but it keeps the function of making divining your opponent's weakness.

Yeah that's all fun and games until someone with Smite gets it, and keeps using it before they Smite, to double their daily output of Smite dice.

It would, ironically, be fine on, say, a Rogue, who potentially does high damage every single round, and would have to give up a round of damage to do this. But on any class which can burn resources to add dice to damage AFTER a hit? Whoa that's hot stuff. Excessively hot I suspect, because you'd be sacrificing one normal attack, for loads of extra free dice the next round. Then it might be the most powerful cantrip out there.
 

NotAYakk

Legend
So is "True Strike that auto-crits" actually OP? To test we'll look at the most abusive case I can imagine.

Level 2 Paladin. 2 rounds. 16 strength, AC 15 enemy. Longsword.

Alice swings twice. She uses smite on swing 1 if it crits, otherwise on swing 2.
Bob is using True Strike (improved) round 1, then swings (and Smites) on round 2.
Charlie swings twice, and smites on his first hit.

+5 to hit, so hits on a 10+.

Alice gets 0.1 crits and 1.1 hits and 0.1 crit-smites and 0.6 smites. (Crits and normals overlap). (double crit is 0.25%, so I'm ignoring it).

Hit damage is 1d8+5 (9.5). Smite damage is 2d8. Crit hit damage is +1d8, Crit smite damage is +2d8.

Alice is 9.5*1.1 + 0.1*13.5 + 0.6*9=17.2 damage and uses 0.6 1st level slots.

Bob has a 80% chance to hit (and hence crit) for 6d8+5 damage, or 25.6 damage, and uses 0.8 1st level slots.

Charlie has an 80% chance to smite, 6% chance to crit-smite, has 0.1 crits and 1.1 hits, and uses 0.8 level 1 slots. 18.64 damage.

So a 37% damage boost for the same number of smites used. But this requires a feat (so variant human only).

As you gain levels it will get less good, because you are giving up more swings. At level 5 you are giving up 2 swings to gain advantage on 1. It is still pretty good, because it gives you a faster crit delivery on a smite.

The best crit-fishers have trip-advantage and 19-20 crit range. On 2 attacks, this is 47% crit chance, and an average of 0.27 crits/attack. So this won't deliver as many crits as that build; that build does require being an elf, a non-strength attack, and having advantage.

Grabbing true smite just requires a feat. So it comes online earlier, and it is cheaper.

Note that the trip-vantage character is often hexblade 1/paladin 2/samurai 3/whatever. Uses hexblade+samurai to do great weapon attacks (-5/+10).
Yeah that's all fun and games until someone with Smite gets it, and keeps using it before they Smite, to double their daily output of Smite dice.

It would, ironically, be fine on, say, a Rogue, who potentially does high damage every single round, and would have to give up a round of damage to do this. But on any class which can burn resources to add dice to damage AFTER a hit? Whoa that's hot stuff. Excessively hot I suspect, because you'd be sacrificing one normal attack, for loads of extra free dice the next round. Then it might be the most powerful cantrip out there.
No, you are giving up an action for dice on the next smite.

Concentration, delayed damage, and an action in exchange to double the output of smites.

A Warlock without thirsting blade, or a level 2-4 Paladin, is giving up 1 attack.
 

DND_Reborn

The High Aldwin
Yeah that's all fun and games until someone with Smite gets it, and keeps using it before they Smite, to double their daily output of Smite dice.

It would, ironically, be fine on, say, a Rogue, who potentially does high damage every single round, and would have to give up a round of damage to do this. But on any class which can burn resources to add dice to damage AFTER a hit? Whoa that's hot stuff. Excessively hot I suspect, because you'd be sacrificing one normal attack, for loads of extra free dice the next round. Then it might be the most powerful cantrip out there.
Yeah, I thought of that as well. But I suppose a lot depends on the playstyle. For instance, in our games, Paladins aren't smiting all the time (it is a limited resource after all). And remember, at higher levels with Extra Attack, spending one turn to cast True Strike means you are losing out on two attacks that round. If you hit on those, you could have smited and maybe ended the battle already? shrug

Finally, Rogues and Paladins don't have True Strike. So, unless you are using MCing and/or Feats, they can't do it. Even with the new UA-classfeatures option, you won't get it as a Paladin as Blessed Warrior requires choosing Cleric Cantrips.

Now, I know most tables play with MCing and/or Feats, but balancing things out from the base design perspective I think it would work ok. Obviously, it would require some more thought and play-testing, but that is my initial thought FWIW.
 

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