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General Tabletop Discussion
*Dungeons & Dragons
A Homebrew Cleric Cantrip discussion
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<blockquote data-quote="Chaosmancer" data-source="post: 8718094" data-attributes="member: 6801228"><p>This... has a few features I'm not sure of. </p><p></p><p>I'm torn on the accuracy. It's nice to not miss, but since this stacks with all other accuracy buffs, this becomes quite powerful I think, and doesn't address the damage issue, which I think is a real issue. But, maybe accuracy is a way to go. </p><p></p><p>"Can't be reduced by any means" feels like it is ripe for abuse. Maybe this is just my gut instinct, but I could see arguments about how immunity "reduces" damage to 0, so monsters can't be immune to this attack. They might also argue piercing Temp hp, as that can be seen as a pool of damage reduction. I would far, far prefer to just make the attack magical, since that covers 90% of all cases, and doesn't lead to potential weird interactions or debates. </p><p></p><p>As for the two riders. I have two issues with them. The first is that they are incredibly strong against undead and fiends. Being able to hit with this, and then dealing fire damage to a devil, or giving them disadvantage on saves against banishment is way more than I'm comfortable with, especially since this is explicitly disadvantage, not just rolling normally, which is the standard. </p><p></p><p>But, my second problem is that if you take those riders out, say you are fighting orcs or giants or dragons or literally anything other than fiends or undead... this is just a weapon that is particularly accurate. It doesn't do anything except become +1d4 more accurate to hit. And I feel like this is a design I'm usually against. With very few exceptions, I don't like designs which specify enemy types, because then you never see them used except against those types. I think the Paladin's Divine Smite is a far better design, where the feature does good damage to everything, but more to specific enemies. This is a normal weapon attack, that suddenly becomes incredibly deadly against high level fiends and undead. Which feels wrong to me.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8718094, member: 6801228"] This... has a few features I'm not sure of. I'm torn on the accuracy. It's nice to not miss, but since this stacks with all other accuracy buffs, this becomes quite powerful I think, and doesn't address the damage issue, which I think is a real issue. But, maybe accuracy is a way to go. "Can't be reduced by any means" feels like it is ripe for abuse. Maybe this is just my gut instinct, but I could see arguments about how immunity "reduces" damage to 0, so monsters can't be immune to this attack. They might also argue piercing Temp hp, as that can be seen as a pool of damage reduction. I would far, far prefer to just make the attack magical, since that covers 90% of all cases, and doesn't lead to potential weird interactions or debates. As for the two riders. I have two issues with them. The first is that they are incredibly strong against undead and fiends. Being able to hit with this, and then dealing fire damage to a devil, or giving them disadvantage on saves against banishment is way more than I'm comfortable with, especially since this is explicitly disadvantage, not just rolling normally, which is the standard. But, my second problem is that if you take those riders out, say you are fighting orcs or giants or dragons or literally anything other than fiends or undead... this is just a weapon that is particularly accurate. It doesn't do anything except become +1d4 more accurate to hit. And I feel like this is a design I'm usually against. With very few exceptions, I don't like designs which specify enemy types, because then you never see them used except against those types. I think the Paladin's Divine Smite is a far better design, where the feature does good damage to everything, but more to specific enemies. This is a normal weapon attack, that suddenly becomes incredibly deadly against high level fiends and undead. Which feels wrong to me. [/QUOTE]
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