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Am I missing something about Conjure Animal
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<blockquote data-quote="devincutler" data-source="post: 7087072" data-attributes="member: 6684551"><p>A few points:</p><p></p><p>In 3rd edition, a moderate level druid could fill the battlefield with far more chaff than it can in 5e. And with no concentration required. This is just to point out that it got a lot better in 5e as compared to 3.5.</p><p></p><p>It is tough to judge overpowerdness at 5th level, which is one of the largest bumps in power in the 5e game. Martial types double their attacks per turn, wizards and sorcerers get fireball, clerics get spirit guardians, and cantrips do double damage. PCs take a geometric leap while monster CRs progress linearly. This means you shouldn't judge power leaps at 5th level. These powers tend to not scale up similarly at higher levels. For example, cantrips are quite powerful at 5th level, less so at 6th, and much less so at 7th and 8th and so on. So, in the same light, conjure animals is a big power leap for a druid at 5th level that settles down relative to the campaign as the PCs rise in level.</p><p></p><p>If the issue is just the slowness of combat, rather than the power level, then there are a variety of measures that can be taken that do not actually nerf the spell:</p><p></p><p>A) Have the DM decide not only the type of animal but the CR and number as well. Let the druid call out to the gods or nature itself and even request a certain number of a certain animal type, but then have the DM respond with whatever beasts, number, and CR he likes, as long as the CR and number match with the guidelines of the spell. In this way, the PC is still getting the full use of the spell, but possibly with 1 or 2 stronger critters than 8 lower level ones.</p><p></p><p>B) The animals have the Int and Wis of normal animals (despite their being considered fey) and should act accordingly. Commands should be very general and the animals should usually act in the most direct manner (close and attack, rinse and repeat).</p><p></p><p>C) Use average damage instead of rolling for it. Saves a lot of time. If the 8 animals are subject to an AOE, roll 1 save for the lot of them.</p></blockquote><p></p>
[QUOTE="devincutler, post: 7087072, member: 6684551"] A few points: In 3rd edition, a moderate level druid could fill the battlefield with far more chaff than it can in 5e. And with no concentration required. This is just to point out that it got a lot better in 5e as compared to 3.5. It is tough to judge overpowerdness at 5th level, which is one of the largest bumps in power in the 5e game. Martial types double their attacks per turn, wizards and sorcerers get fireball, clerics get spirit guardians, and cantrips do double damage. PCs take a geometric leap while monster CRs progress linearly. This means you shouldn't judge power leaps at 5th level. These powers tend to not scale up similarly at higher levels. For example, cantrips are quite powerful at 5th level, less so at 6th, and much less so at 7th and 8th and so on. So, in the same light, conjure animals is a big power leap for a druid at 5th level that settles down relative to the campaign as the PCs rise in level. If the issue is just the slowness of combat, rather than the power level, then there are a variety of measures that can be taken that do not actually nerf the spell: A) Have the DM decide not only the type of animal but the CR and number as well. Let the druid call out to the gods or nature itself and even request a certain number of a certain animal type, but then have the DM respond with whatever beasts, number, and CR he likes, as long as the CR and number match with the guidelines of the spell. In this way, the PC is still getting the full use of the spell, but possibly with 1 or 2 stronger critters than 8 lower level ones. B) The animals have the Int and Wis of normal animals (despite their being considered fey) and should act accordingly. Commands should be very general and the animals should usually act in the most direct manner (close and attack, rinse and repeat). C) Use average damage instead of rolling for it. Saves a lot of time. If the 8 animals are subject to an AOE, roll 1 save for the lot of them. [/QUOTE]
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