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Advice: Overpowered Abilities
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<blockquote data-quote="Swarmkeeper" data-source="post: 7479844" data-attributes="member: 6921763"><p>Lemme guess.... Healing Spirit?</p><p></p><p>Initially, I was getting a bit agitated about this spell and worried it was OP, then I took a step back and realized it doesn't really matter that much in the grand scheme of the campaign. Sure it can heal a lot and the whole chacha line for the party to heal out of combat is a little absurd, but at the end of the day it's just a spell that gives the PCs a bit more protection from being deaded and lets them adventure a bit longer before that long rest.</p><p></p><p>I, too, like to allow the material in any official books into play - and without tweaking much at all since it makes it easier to remember for everyone at the table if it is just RAW.</p><p></p><p>Stepping up combat difficulty can certainly offer more challenge if the party is wielding something powerful. Also, as in the case of Healing Spirit, have the baddies notice if it gets cast during combat - then have them focus fire on the caster to try to disrupt concentration. The chacha line of healing outside of combat could perhaps trigger a wandering monster "check" (with advantage!). And so on...</p><p></p><p>So, you get to say yes and step up the challenge level - both of which are usually fun at the table.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 7479844, member: 6921763"] Lemme guess.... Healing Spirit? Initially, I was getting a bit agitated about this spell and worried it was OP, then I took a step back and realized it doesn't really matter that much in the grand scheme of the campaign. Sure it can heal a lot and the whole chacha line for the party to heal out of combat is a little absurd, but at the end of the day it's just a spell that gives the PCs a bit more protection from being deaded and lets them adventure a bit longer before that long rest. I, too, like to allow the material in any official books into play - and without tweaking much at all since it makes it easier to remember for everyone at the table if it is just RAW. Stepping up combat difficulty can certainly offer more challenge if the party is wielding something powerful. Also, as in the case of Healing Spirit, have the baddies notice if it gets cast during combat - then have them focus fire on the caster to try to disrupt concentration. The chacha line of healing outside of combat could perhaps trigger a wandering monster "check" (with advantage!). And so on... So, you get to say yes and step up the challenge level - both of which are usually fun at the table. Good luck! [/QUOTE]
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