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2024 Player's Handbook Reveal: "New Wizard"
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<blockquote data-quote="Neonchameleon" data-source="post: 9410471" data-attributes="member: 87792"><p>Shield and Sleep use the same resource.</p><p></p><p>If all that's been used to stand someone back up is Healing Word then you need precisely one hit after that to knock them down (and it can be AoE damage). And then once they are down attacks on them take a death save - and melee attacks two thanks to the autocrit on unconscious targets.</p><p></p><p>A <em>lot</em> of NPCs have multi-attack. One hit (including an AoE) to knock them down, the second melee strike to auto-crit (if it hits with advantage) because of unconscious and thus take out two death saves. Can the remaining NPCs dredge up a third attack from somewhere before the healers act? It doesn't have to be a strong one.</p><p></p><p>So if someone in melee only has Healing Word HP they have a good chance of ending the monster's next turn within a single hit of dead.</p><p></p><p>You're missing the point. Counterspell automatically counterspells a cantrip - but Orcus has legendary actions - and one of his choices with the legendary actions is to cast <em>another</em> cantrip. How many counterspellers were in the party? Like I said you need four; one for Orcus' turn and three for his legendary actions.</p><p></p><p>Indeed. Sorcerers are kinda limited because of their number of spells known.</p><p></p><p>Didn't you read the list? Because there were multiple combat spells there. Starting with Synaptic Static and double-banishment. (I do hope that there's at least one rewritten summons on the warlock list in 5e that gains a non-trivial benefit from being cast at level 5 in the way upgrading Tasha's summons from level 3 to level 4 is worth the upcast). </p><p></p><p>Then we play different settings and the PCs have different resources. By level 10 I would <em>expect</em> the PCs to have a base and a teleportation circle in that base. The incoming Bastion rules encourage something I see as a matter of course at that level. In part because I want to see what the PCs build - and if they have a home that leads to entanglements.</p><p></p><p>AOA works like a Divine Smite; it cheats the action economy. You can say that a 3d8 smite isn't the equivalent of a second level spell slot (it isn't) - but the reason it works is that the paladin also gets to make an attack on the same turn and you stack the two. Depending what you are facing it absolutely can be worth it in a fifth level slot. And as mentioned Dispel Magic here is primarily an exploration spell where you can frequently get it back before combat depending on what you are facing.</p><p></p><p>I'll grant the point. I'd forgotten it was pure combat prowess you claimed, and I would argue level 11 for the warlock still unless they are routinely stunted in short rests (which happens a lot); I don't believe that burning everything into fifth level slots is actually viable and I hadn't realised that you were planning on utterly dumping non combat casting. But this is a needed catchup (the warlock struggling badly at level 10).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9410471, member: 87792"] Shield and Sleep use the same resource. If all that's been used to stand someone back up is Healing Word then you need precisely one hit after that to knock them down (and it can be AoE damage). And then once they are down attacks on them take a death save - and melee attacks two thanks to the autocrit on unconscious targets. A [I]lot[/I] of NPCs have multi-attack. One hit (including an AoE) to knock them down, the second melee strike to auto-crit (if it hits with advantage) because of unconscious and thus take out two death saves. Can the remaining NPCs dredge up a third attack from somewhere before the healers act? It doesn't have to be a strong one. So if someone in melee only has Healing Word HP they have a good chance of ending the monster's next turn within a single hit of dead. You're missing the point. Counterspell automatically counterspells a cantrip - but Orcus has legendary actions - and one of his choices with the legendary actions is to cast [I]another[/I] cantrip. How many counterspellers were in the party? Like I said you need four; one for Orcus' turn and three for his legendary actions. Indeed. Sorcerers are kinda limited because of their number of spells known. Didn't you read the list? Because there were multiple combat spells there. Starting with Synaptic Static and double-banishment. (I do hope that there's at least one rewritten summons on the warlock list in 5e that gains a non-trivial benefit from being cast at level 5 in the way upgrading Tasha's summons from level 3 to level 4 is worth the upcast). Then we play different settings and the PCs have different resources. By level 10 I would [I]expect[/I] the PCs to have a base and a teleportation circle in that base. The incoming Bastion rules encourage something I see as a matter of course at that level. In part because I want to see what the PCs build - and if they have a home that leads to entanglements. AOA works like a Divine Smite; it cheats the action economy. You can say that a 3d8 smite isn't the equivalent of a second level spell slot (it isn't) - but the reason it works is that the paladin also gets to make an attack on the same turn and you stack the two. Depending what you are facing it absolutely can be worth it in a fifth level slot. And as mentioned Dispel Magic here is primarily an exploration spell where you can frequently get it back before combat depending on what you are facing. I'll grant the point. I'd forgotten it was pure combat prowess you claimed, and I would argue level 11 for the warlock still unless they are routinely stunted in short rests (which happens a lot); I don't believe that burning everything into fifth level slots is actually viable and I hadn't realised that you were planning on utterly dumping non combat casting. But this is a needed catchup (the warlock struggling badly at level 10). [/QUOTE]
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