UngeheuerLich
Legend
Not really.Again, I think this is one of those things requiring a sage advice.
Is it worth arguing over a single point of damage?
Not really.Again, I think this is one of those things requiring a sage advice.
You have presented no conclusive evidence that anything needs changing. All you have boils down to:Better for a cantrip to be useless for one particular build, then overshadow the other cantrips.
And I'm meeting you half way.
Magic attack roll, but 1d8+dex damage.
Yes - and when the difference is 5.5 average damage vs 8.5 and you've only got first and second level spells it's worth it. The 1.36 (or whatever it was) times damage is a significant buff. But that's a consequence of weapon rules, not something True Strike has added.pretty sure your double 16 build is already doing that.
I'm not sure what that is in respect to. The cost is the faffing and the weapon/implement juggling you have to do. All for trivial extra damage.And if your in a campaign where weapons are hard to find, then you just invalidated a lot of classes.
True Strike invalidates other cantrips.You have presented no conclusive evidence that anything needs changing. All you have boils down to:
- At levels 1-3 True Strike means that non min-maxed builds do the same crossbow damage as min-maxed builds - and at L4 it's slightly higher
- From levels 5-10 the most min-maxed of optimisers get a completely trivial amount of extra DPR if they want to faff around with crossbows rather than firebolts that synergise better with the rest of their kit
Weapon rules would require a trade-off between hit points (Con) and damage (Dex).Yes - and when the difference is 5.5 average damage vs 8.5 and you've only got first and second level spells it's worth it. The 1.36 (or whatever it was) times damage is a significant buff. But that's a consequence of weapon rules, not something True Strike has added.
If it's this trivial, then you can let it go.All for trivial extra damage.
You haven't shown that in the slightest. You've shown it's a good cantrip. But it's explicitly harder to use than other cantrips because you need special equipment to use it. It's competitive with other cantrips - but there are literally no cantrips it invalidates. Not even the truly awful ones that no one ever takes because none of them are such a faff to use.True Strike invalidates other cantrips.
That's the problem.
Arbitrarily complexifying the rules by having a single cantrip using two stats is non-trivial.If it's this trivial, then you can let it go.
I have. A few times.You haven't shown that in the slightest.
Poor fighters and all the "special equipment" they need to function as a class...But it's explicitly harder to use than other cantrips because you need special equipment to use it.
Then you won't mind if the base damage is dropped below firebolt.I don't care about an average of 1 point of damage per tier.
I thought potent cantrip was just evocation like the aoe ability.Potent Cantrip would still apply to True Strike.
It's changed.I thought potent cantrip was just evocation like the aoe ability.
No you haven't. You need more than higher damage to "invalidate" something. You need a higher damage with no significant drawbacks. As it is you do a trivial amount of higher damage for a significant thematic change plus mechanical and in character faffing around.I have. A few times.
You can go ahead and do the math yourself if you don't believe me.
As long as you do it without messing up the game's other consistent systems. As I say I do not care if you want to drop the d6 to a d4.Then you won't mind if the base damage is dropped below firebolt.
There is a one point in your favor that you missed. If you have a Shield, that doesn't affect Firebolt.But it's explicitly harder to use than other cantrips because you need special equipment to use it.