Scott Christian
Hero
Four rounds of combat is a long time. But most adventuring days have more than one encounter. And, per my example, it doesn't make you unhittable. It makes you much harder to hit - by a melee strike. Our fifth level group just had three encounters: giant crabs, yuan-ti, and more yuan-ti. A shield spell would have done very little to help out our paladin, seeing as the yuan-ti spell casters are intelligent and targeted healers and spellcasters. So would it have helped you against the two fireballs? How about the counterspell they had? Hold person? Suggestion? It wouldn't. Would it have made you invincible against the giant crabs? Sure. Would it have stopped them from destroying the dock and letting you sink to the bottom of the bay? Nope.I find this to be kind of absurd. 4 Rounds of combat is a lot of time, especially in a single combat. Being able to effectively make yourself untouchable during this time is incredibly powerful, especially for a spell-based martial. Sure, you're losing other options, but it increases your survivability dramatically and is just as effective in a 1st Level Spell slot as it is in any other. As a trade-off, it's not a huge one and I've played it out since I was a Forge Cleric with the playtest document and I was effectively unhittable for a while. Even with Paladin slots you're going to be damn difficult to touch, especially given how much D&D combats tend to nova out.
If I remember correctly, in that adventuring day we had 12 rounds of combat, say + or - 1. 9 of those rounds were against the yuan-ti. I just fail to see how you, burning all your spell slots to be invincible for half of those rounds against only melee attacks, is breaking the game's combat mechanics.
This is an example I think shows you where it doesn't. I'm sure there are examples where it does. I am not that stubborn. But, for the fourth time, can you show me an adventuring day where it breaks the game's combat mechanics and doesn't allow the DM to challenge the PCs?
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