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2024 Player's Handbook preview: "New Spells"
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<blockquote data-quote="Chaosmancer" data-source="post: 9390868" data-attributes="member: 6801228"><p>So, a few things. </p><p></p><p>1) I've been playing a playtest cleric with the new cure spells for a few months now, and it is such a nice feeling. 2d8+mod, with an additional 2d8 per spell level means that when I Cure Wounds the paladin, I can actually keep him going for two or three rounds depending on how many enemies hit him. I actually combo'd a 2nd level Cure Wounds with a use of Aura of Vitality to heal 30+ hp in a single turn with my cleric (it was also the most effective I could be, since I was hit with Mass Suggestion and could no longer take aggressive action towards the enemies for the rest of the day). I am 300% behind this change, because healing no longer feels like a waste of everyone's time mid-combat. Bonus points, I have rarely felt the need to utilize Healing Word, and actually would prefer to use Cure wounds a lot of the time. Since I can actually make a significant difference with the Cure Wounds I save Healing Word for if I can't reach an ally or if I also want to be dishing out some damage. It isn't the go-to healing spell. </p><p></p><p>2) The change to Guidance actually sounds like a really good change. I'm imagining it lasts longer now, which means you can hit someone with guidance 10 minute or an hour (they didn't specify) before they take a particular set of actions, and then guide them on the skill checks specifically you want to guide them on. This cuts down on spamming (you are boosting persuasion checks right now, not athletic checks), gives a better feeling of preparation, and still maintains a lot of usefulness. I am hesitantly hopeful I will like this a lot. </p><p></p><p>3) Polymorph.... Treantmonk said that these spells sometimes give a lot of Temp Hp, so it may be that this is not a major nerf... but it is a nerf, and I think a good one. Polymorph had some bizarre interactions. Polymorhp a Pit Fiend into a sheep, cast Power Word: Kill, Pit Fiend is dead. Polymorph them into a fish, bury them, suffocate them, they die. Alternatively, you could polymorph the injured fighter into a Giant Ape, essentially healing them 160 hp, and that was more effective than any healing spell in the game. I had seen a lot of optimizers calling Polymorph the best healing spell in 5e because of this. </p><p></p><p>It kind of did everything. And I'm sure some of the edge cases are still there, but the rework makes me think that not only will Polymoprh stop being one of the best spells for any situation, but there may eb really good reasons to look at True Polymorph or Shapechange when they become available.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9390868, member: 6801228"] So, a few things. 1) I've been playing a playtest cleric with the new cure spells for a few months now, and it is such a nice feeling. 2d8+mod, with an additional 2d8 per spell level means that when I Cure Wounds the paladin, I can actually keep him going for two or three rounds depending on how many enemies hit him. I actually combo'd a 2nd level Cure Wounds with a use of Aura of Vitality to heal 30+ hp in a single turn with my cleric (it was also the most effective I could be, since I was hit with Mass Suggestion and could no longer take aggressive action towards the enemies for the rest of the day). I am 300% behind this change, because healing no longer feels like a waste of everyone's time mid-combat. Bonus points, I have rarely felt the need to utilize Healing Word, and actually would prefer to use Cure wounds a lot of the time. Since I can actually make a significant difference with the Cure Wounds I save Healing Word for if I can't reach an ally or if I also want to be dishing out some damage. It isn't the go-to healing spell. 2) The change to Guidance actually sounds like a really good change. I'm imagining it lasts longer now, which means you can hit someone with guidance 10 minute or an hour (they didn't specify) before they take a particular set of actions, and then guide them on the skill checks specifically you want to guide them on. This cuts down on spamming (you are boosting persuasion checks right now, not athletic checks), gives a better feeling of preparation, and still maintains a lot of usefulness. I am hesitantly hopeful I will like this a lot. 3) Polymorph.... Treantmonk said that these spells sometimes give a lot of Temp Hp, so it may be that this is not a major nerf... but it is a nerf, and I think a good one. Polymorph had some bizarre interactions. Polymorhp a Pit Fiend into a sheep, cast Power Word: Kill, Pit Fiend is dead. Polymorph them into a fish, bury them, suffocate them, they die. Alternatively, you could polymorph the injured fighter into a Giant Ape, essentially healing them 160 hp, and that was more effective than any healing spell in the game. I had seen a lot of optimizers calling Polymorph the best healing spell in 5e because of this. It kind of did everything. And I'm sure some of the edge cases are still there, but the rework makes me think that not only will Polymoprh stop being one of the best spells for any situation, but there may eb really good reasons to look at True Polymorph or Shapechange when they become available. [/QUOTE]
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