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<blockquote data-quote="The Crimson Binome" data-source="post: 7115602" data-attributes="member: 6775031"><p>Exceptions are not necessarily good. Everything better requires a change, but not every change is to the better. Rules are in place for a reason, and should be followed unless you have a specific reason to change them.</p><p>For the purpose of resource management, there is no difference. You're still draining two spell slots on your turn, whenever you feel like it, in addition to anything you cast as a bonus action or reaction.</p><p>Flavor is a matter of perception and expectation, but a unique mechanic does not fit well mechanically almost by definition; it's inconsistent with other mechanics, to no real obvious benefit. It is uniquely powerful, so either it is over-powered, or every other similar feature is under-powered.</p><p>This is a real point, but the stated assumption - whether or not it was originally intended as a balancing factor (which I am inclined to believe it was) - does not hold in practice. Due to poor implementation of Bounded Accuracy, the Paladin is likely to have a much greater than sixty percent chance of hitting. In fact, in the context of boss fights, the Paladin is even <em>more</em> likely to hit since there's every incentive to go all-out on buffs and de-buffs.</p><p></p><p>A class that's great against bosses, and not-so-great against trash, is not a balanced class. This has been evident in every edition, with the possible exception of fourth.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7115602, member: 6775031"] Exceptions are not necessarily good. Everything better requires a change, but not every change is to the better. Rules are in place for a reason, and should be followed unless you have a specific reason to change them. For the purpose of resource management, there is no difference. You're still draining two spell slots on your turn, whenever you feel like it, in addition to anything you cast as a bonus action or reaction. Flavor is a matter of perception and expectation, but a unique mechanic does not fit well mechanically almost by definition; it's inconsistent with other mechanics, to no real obvious benefit. It is uniquely powerful, so either it is over-powered, or every other similar feature is under-powered. This is a real point, but the stated assumption - whether or not it was originally intended as a balancing factor (which I am inclined to believe it was) - does not hold in practice. Due to poor implementation of Bounded Accuracy, the Paladin is likely to have a much greater than sixty percent chance of hitting. In fact, in the context of boss fights, the Paladin is even [I]more[/I] likely to hit since there's every incentive to go all-out on buffs and de-buffs. A class that's great against bosses, and not-so-great against trash, is not a balanced class. This has been evident in every edition, with the possible exception of fourth. [/QUOTE]
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