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General Tabletop Discussion
*Dungeons & Dragons
Alternative Divine Smite Idea
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<blockquote data-quote="mellored" data-source="post: 6911267" data-attributes="member: 6801209"><p>Why separate them? Are you also going to separate wizards fireballs and fly spells too? </p><p></p><p>Multi-classing is fine. You sacrifice your other paladin goodies, like aura's, immunity to fear, lay on hands, and higher hit points, and improved divine smite.</p><p></p><p>Divine smite is a good level 1 spell, but there's also bless and heroism (though heroism doesn't scale) that compete. Not much competition from level 2 paladin spells. Most level 3 spells are better. Fireball does 8d6 = 28 damage in a large area, compared to a single target 5d8+5 = 27.5 level 3 divine smite. Crusader's mantle with a friendly fighter and barbarian could be 6d4 = 15 damage a round. Aura of vitality is a huge amount of HP. Elemental Weapon is also a good option if you have a long battle.</p><p></p><p>So I don't see a need to change.</p><p></p><p></p><p>if your problem is that you get a lot of long rests, then you'll want a change that applies to everyone, not single out the paladin. With short days any full caster, Sorcerer the most, are more powerful than those who rely on short rests or at-will stuff, with the rogues suffering the most. The most expedient way is to change the definition of rests.</p><p>i.e. </p><p>Short rest = 1 day.</p><p>Long rest = 1 month.</p><p>Or whatever fit's your pacing.</p><p></p><p>Or perhaps you only regain 1/2 your daily stuff (slots, HP, ect..) during a long rest.</p><p></p><p></p><p></p><p>But if you want to go your route, I would simply add "You cannot use more than half your spell slots for divine smite". Which does all 3 things you want.</p></blockquote><p></p>
[QUOTE="mellored, post: 6911267, member: 6801209"] Why separate them? Are you also going to separate wizards fireballs and fly spells too? Multi-classing is fine. You sacrifice your other paladin goodies, like aura's, immunity to fear, lay on hands, and higher hit points, and improved divine smite. Divine smite is a good level 1 spell, but there's also bless and heroism (though heroism doesn't scale) that compete. Not much competition from level 2 paladin spells. Most level 3 spells are better. Fireball does 8d6 = 28 damage in a large area, compared to a single target 5d8+5 = 27.5 level 3 divine smite. Crusader's mantle with a friendly fighter and barbarian could be 6d4 = 15 damage a round. Aura of vitality is a huge amount of HP. Elemental Weapon is also a good option if you have a long battle. So I don't see a need to change. if your problem is that you get a lot of long rests, then you'll want a change that applies to everyone, not single out the paladin. With short days any full caster, Sorcerer the most, are more powerful than those who rely on short rests or at-will stuff, with the rogues suffering the most. The most expedient way is to change the definition of rests. i.e. Short rest = 1 day. Long rest = 1 month. Or whatever fit's your pacing. Or perhaps you only regain 1/2 your daily stuff (slots, HP, ect..) during a long rest. But if you want to go your route, I would simply add "You cannot use more than half your spell slots for divine smite". Which does all 3 things you want. [/QUOTE]
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