Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
2024 Player's Handbook preview: "New Spells"
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Chaosmancer" data-source="post: 9391123" data-attributes="member: 6801228"><p>Honestly, I would say you are missing the point. </p><p></p><p>Does it suck to forgo an attack to heal your allies? No, not really. What sucks is forgoing an attack to heal your allies, and healing them for less than a single attack's worth of damage. If I forgo attacking and spend my entire turn healing my ally for 6 hp... and then on the enemy's turn, they get hit three times for 9 damage each, taking 27 damage... then I wasted my turn. I didn't even prevent a single hit's worth of damage, and now all three enemies are still around to hit him again. I'd have been better served attacking in every instance, unless he was so close to death and I knew the DM would keep hitting him after he fell to zero, so I needed to heal him just enough to only get hit once after he started dying and I knew that my character could not possibly deal enough damage to drop a single enemy. But even then... I haven't actually saved him, and would be relying on the other party members to take out the enemies so I can spend my next action healing them again, and hoping they just aren't straight killed after that.</p><p></p><p>Shouldn't there be hard strategic choices? Sure. But what is the real hard strategic choice between these three options: 1) Auto-hit any enemy for an average of 10.5 damage, no save (magic missile) 2) Auto-hit multiple enemies with a dex save for half starting at 10.5 in a small area of effect (Burning Hands) 3) Auto-hit a single enemy for 10 damage, dex save for half, as long as you set the area of effect directly on top of them, or have them in a 5-ft wide corridor so they can't bypass the spell, and it takes your concentration, and it is a 2nd level spell not a 1st level spell (Cloud of Daggers). That... isn't really a hard choice between the three. Tactically, the only time Cloud of Daggers is useful is if you are in a 5ft cooridor. And it does less damage than the cheaper spells. So... if we want more tactical choice... then cloud of daggers needs to be a better spell.</p><p></p><p>Because, let's not kid ourselves. There are already some ridiculously good spells that people can use. So taking the mid to bad spells and giving them a boost... just makes it so they are actually contending with the good spells. Which increase the number of tactical considerations at play.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9391123, member: 6801228"] Honestly, I would say you are missing the point. Does it suck to forgo an attack to heal your allies? No, not really. What sucks is forgoing an attack to heal your allies, and healing them for less than a single attack's worth of damage. If I forgo attacking and spend my entire turn healing my ally for 6 hp... and then on the enemy's turn, they get hit three times for 9 damage each, taking 27 damage... then I wasted my turn. I didn't even prevent a single hit's worth of damage, and now all three enemies are still around to hit him again. I'd have been better served attacking in every instance, unless he was so close to death and I knew the DM would keep hitting him after he fell to zero, so I needed to heal him just enough to only get hit once after he started dying and I knew that my character could not possibly deal enough damage to drop a single enemy. But even then... I haven't actually saved him, and would be relying on the other party members to take out the enemies so I can spend my next action healing them again, and hoping they just aren't straight killed after that. Shouldn't there be hard strategic choices? Sure. But what is the real hard strategic choice between these three options: 1) Auto-hit any enemy for an average of 10.5 damage, no save (magic missile) 2) Auto-hit multiple enemies with a dex save for half starting at 10.5 in a small area of effect (Burning Hands) 3) Auto-hit a single enemy for 10 damage, dex save for half, as long as you set the area of effect directly on top of them, or have them in a 5-ft wide corridor so they can't bypass the spell, and it takes your concentration, and it is a 2nd level spell not a 1st level spell (Cloud of Daggers). That... isn't really a hard choice between the three. Tactically, the only time Cloud of Daggers is useful is if you are in a 5ft cooridor. And it does less damage than the cheaper spells. So... if we want more tactical choice... then cloud of daggers needs to be a better spell. Because, let's not kid ourselves. There are already some ridiculously good spells that people can use. So taking the mid to bad spells and giving them a boost... just makes it so they are actually contending with the good spells. Which increase the number of tactical considerations at play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
2024 Player's Handbook preview: "New Spells"
Top