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General Tabletop Discussion
*Dungeons & Dragons
6-8 encounters (combat?)
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<blockquote data-quote="Fanaelialae" data-source="post: 8770416" data-attributes="member: 53980"><p>IMO, you're overestimating the value of durations. There is some truth in what you're saying, I don't deny that, but it seems like an over exaggeration to me.</p><p></p><p>I'd be surprised if anyone is complaining about the barbarian. IMO, their per day scaling with Rages is downright weird. They start being able to rage for a small fraction of expected encounters and gradually work their way up to being able to do so every encounter. Given that a barbarian is highly lackluster without rage, I feel like the scaling is simply there for the sake of progression, rather than balance. IOW, I don't think you'd break balance if you just gave 1st level barbarians unlimited rage. They simply wouldn't have a lot to look forward to in terms of progression.</p><p></p><p>Also, every caster in your games uses 3+ spells every encounter? At my table I'd say it's typically more like 1-2, and generally just cantrips for an easier encounter. The best spells typically have concentration. Last week our 5th level party of four took on 17 zombie ogres (which I believe is several multiples of deadly) and my cleric still only used 2 real spells - spiritual guardians and spiritual weapon. In the interest of transparency, the paladin burned through every smite she had, but still. You've technically got me on 3+ if we take the average from that fight, but at the end of that fight we could have taken a short rest, spent HD, and kept going. A 5th level paladin without smite is basically a fighter whose action surge is on cool down.</p><p></p><p>Now on to the matter of durations in a multi-wave encounter. Many spell durations simply aren't especially advantageous against multiple waves. If you cast Hypnotic Pattern and a second wave arrives, it's not providing you with any greater advantage than it's already provided. The spells that do last, like Moonbeam, are often on the weaker side. They're nice for conserving resources in a long encounter, but they just aren't as impactful as something like Web, particularly in shorter encounters. Something like Haste, while impactful, starts to run the risk of the spell expiring (and therefore suffering the debuff) in longer encounters.</p><p></p><p>I don't really think it's really as advantageous or cut and dry and you are presenting it as.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8770416, member: 53980"] IMO, you're overestimating the value of durations. There is some truth in what you're saying, I don't deny that, but it seems like an over exaggeration to me. I'd be surprised if anyone is complaining about the barbarian. IMO, their per day scaling with Rages is downright weird. They start being able to rage for a small fraction of expected encounters and gradually work their way up to being able to do so every encounter. Given that a barbarian is highly lackluster without rage, I feel like the scaling is simply there for the sake of progression, rather than balance. IOW, I don't think you'd break balance if you just gave 1st level barbarians unlimited rage. They simply wouldn't have a lot to look forward to in terms of progression. Also, every caster in your games uses 3+ spells every encounter? At my table I'd say it's typically more like 1-2, and generally just cantrips for an easier encounter. The best spells typically have concentration. Last week our 5th level party of four took on 17 zombie ogres (which I believe is several multiples of deadly) and my cleric still only used 2 real spells - spiritual guardians and spiritual weapon. In the interest of transparency, the paladin burned through every smite she had, but still. You've technically got me on 3+ if we take the average from that fight, but at the end of that fight we could have taken a short rest, spent HD, and kept going. A 5th level paladin without smite is basically a fighter whose action surge is on cool down. Now on to the matter of durations in a multi-wave encounter. Many spell durations simply aren't especially advantageous against multiple waves. If you cast Hypnotic Pattern and a second wave arrives, it's not providing you with any greater advantage than it's already provided. The spells that do last, like Moonbeam, are often on the weaker side. They're nice for conserving resources in a long encounter, but they just aren't as impactful as something like Web, particularly in shorter encounters. Something like Haste, while impactful, starts to run the risk of the spell expiring (and therefore suffering the debuff) in longer encounters. I don't really think it's really as advantageous or cut and dry and you are presenting it as. [/QUOTE]
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