The twilight cleric is my favorite cleric domain. I don't care what people think. Call me a munchkin if you like.
and then you get to use your every ability again, so no effect there.Until you take a rest, ja?
You're a munchkin
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This not wrong. However, the same could be said about nearly all spells and abilities that players (and monsters who have them) bring to bear. Most of them last 10 rounds, and few more than 10 minutes (and very few of them have long enough range to affect those that flee). If the enemies can successfully accomplish this, they can mitigate a huge amount of PC ability (and suddenly ranged rogues and champion fighters become the best classes/subclasses). Since people don't talk about how awesome ranged rogues and champion fighters are, that tells me that this isn't what playstyles look like (be that because they aren't fun, DMs don't think monsters would have thought of this, in-game issues like the enemies are guarding something and can't flee, or any other explanation).I'm not really trying to squash the discussion, but I think most player strategies that involve per-encounter abilities are easily circumvented just by having the monsters play intelligently. I'm not talking genius-level amounts of intellect, with ambushes and boobytraps and multiple contingencies, either...just basic skirmish tactics would shut down most of the issues people are describing in this thread.
Like: what if the monsters all decide to flee on Round Two, then regroup and attack ten minutes later? That's a tactic as old as warfare itself, and doesn't take superhuman intellect to figure out. Even football uses strategic "time outs" to break the opposition's rhythm, and quarterback kneels to run down the clock. So why wouldn't the kobolds (or whatever) use this same tactic against intruders with tons of short-duration abilities?
No argument that a lot of this is what-if scenarios.The answer to this what-if scenario I've described is usually something like "because that's not fun." And hey, fair enough. But if I'm being honest, the extreme cases being described in this thread don't sound like they're much fun either (and are a lot more far-fetched).
You can up the difficulty of an encounter easily enough, but that doesn’t address the issue of a single PC dominating play, without having to do much more than stand around.You should check out the book series, "The Monsters Know What They're Doing," by Keith Ammann. It has far more tips, tricks, and examples than I could ever list here
I agree as a general rule parties are efficient at that.It’s still a strong ability even if it only grants the temporary hit points once. And at low level rerolling the D6 10 times matters.
I’ve never encountered a party who couldn’t easily stop and hammer fleeing enemies.
It's easy enough to just throw out a few more minion to chip away at the THP.No argument from me. It's a very strong ability. Obviously my DM didn't think it was ban-worthy, but maybe he knows something the rest of us don't.
When the presence of a single subclass requires the party to be treated as if they were two levels higher than their actual level, you know there is a problem with the subclass.It's easy enough to just throw out a few more minion to chip away at the THP.
Or say "the whole room fills with Posion gas, you all take 5 damage at the start of your turn".
Which makes the Twilight feel special for countering that, when it's really there to counter Twilight.
Or every monster deals +3 damage.
Or my preferred method, what works for them works for me. So add Twilight clerics to the monster side.