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General Tabletop Discussion
*Dungeons & Dragons
Best fix for conjure minor elemental?
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<blockquote data-quote="DrJawaPhD" data-source="post: 9446379" data-attributes="member: 7044770"><p>My answer is change the scaling to be +1d8 per level instead of +2d8 per level. I prefer this answer because it allows the spell to still be powerful, while not scaling to obscenely game breaking numbers. My rationale:</p><p></p><p>The obvious spell to compare Conjure Minor Elementals (CME) to is Spirit Shroud (SS). In my opinion, CME should do more damage than SS, since CME takes an Action and SS is a Bonus Action. Also let's not forget that SS is not a particularly strong spell - it is useful in the right build but it is fairly niche, and even if SS were itself buffed a bit this would not break anything.</p><p></p><p>I do not like changing the damage to be once per turn. You may as well ban the spell from the game, because this makes the spell completely worthless. Banning the spell entirely is a much better idea than this.</p><p></p><p>Changing the scaling to 1d8 per 2 levels is ok, but I feel it just makes the spell too weak to justify its existence. At that point the spell would do similar damage to SS while requiring an Action instead of Bonus Action. Sure the emanation is slightly larger and duration is longer, but this just makes it SS but worse, and SS is not an overpowered spell. </p><p></p><p>At +1d8 per level, the spell scales to some rather good damage (particularly if you are able to cast CME before combat starts and have your Action free on round 1), but now it becomes a really strong spell instead of an obscenely busted spell. Which I'm ok with, I think...</p></blockquote><p></p>
[QUOTE="DrJawaPhD, post: 9446379, member: 7044770"] My answer is change the scaling to be +1d8 per level instead of +2d8 per level. I prefer this answer because it allows the spell to still be powerful, while not scaling to obscenely game breaking numbers. My rationale: The obvious spell to compare Conjure Minor Elementals (CME) to is Spirit Shroud (SS). In my opinion, CME should do more damage than SS, since CME takes an Action and SS is a Bonus Action. Also let's not forget that SS is not a particularly strong spell - it is useful in the right build but it is fairly niche, and even if SS were itself buffed a bit this would not break anything. I do not like changing the damage to be once per turn. You may as well ban the spell from the game, because this makes the spell completely worthless. Banning the spell entirely is a much better idea than this. Changing the scaling to 1d8 per 2 levels is ok, but I feel it just makes the spell too weak to justify its existence. At that point the spell would do similar damage to SS while requiring an Action instead of Bonus Action. Sure the emanation is slightly larger and duration is longer, but this just makes it SS but worse, and SS is not an overpowered spell. At +1d8 per level, the spell scales to some rather good damage (particularly if you are able to cast CME before combat starts and have your Action free on round 1), but now it becomes a really strong spell instead of an obscenely busted spell. Which I'm ok with, I think... [/QUOTE]
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Best fix for conjure minor elemental?
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