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General Tabletop Discussion
*Dungeons & Dragons
Bladesinger - a criticism of its design
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<blockquote data-quote="clearstream" data-source="post: 7251510" data-attributes="member: 71699"><p>It means the cleric can spend slots on other things.</p><p></p><p></p><p>I'm running my party against the Hill Giants. I'm strictly limiting each caster to 1/6th of their casts (to emulate an expected adventuring day).</p><p></p><p>My Bladesinger runs Blur. You might recall the stat line is 16, 15, 13, 12, 10, 9 before ASIs (one point better than average for 4d6 drop worst). High Elf + ASI gives 18 on Dex and Int. The cleric saves a lot of healing spells by using Shield of Faith (1st level) and Warding Bond (2nd level) proactively.</p><p></p><p></p><p>It's better than that. They seldom hit at all, not even critical hits (1 in 400). That's using two casts - Mage Armor (1st) and Blur (2nd).</p><p></p><p></p><p>My BS is using Booming Blade to control the Giants. And as I said, Blur. Honestly the BS just makes a joke of those giants. The Rogue and Archer kite them easily, dealing a heck of a lot of ranged damage. The cleric has Warding Bond running on the BS just in case.</p><p></p><p>I do care. I will post my log from Fantasy Grounds later on. I appreciate your frankness in posting your findings. The base AC for my BS is 13+8+1+2 = 24 and the Blur means the Hill Giants hit on 16+ but have Disadvantage. They essentially never critical. Any damage is halved. My BS tanks like a b****** and can still cast like a normal Wizard.</p><p></p><p>Booming Blade narrows the Hill Giant's options. Being dumb, they don't much like taking damage when they move to run away. That said, they have no means of fleeing my Rogue, who can use Cunning Action to keep raining SS (Longbow) damage onto them (with Sneak Attack, whenever BS is adjacent to them).</p><p></p><p>I should add that they can't flee my BS. Their speed of 40' is the same as BS' (with Bladesong).</p></blockquote><p></p>
[QUOTE="clearstream, post: 7251510, member: 71699"] It means the cleric can spend slots on other things. I'm running my party against the Hill Giants. I'm strictly limiting each caster to 1/6th of their casts (to emulate an expected adventuring day). My Bladesinger runs Blur. You might recall the stat line is 16, 15, 13, 12, 10, 9 before ASIs (one point better than average for 4d6 drop worst). High Elf + ASI gives 18 on Dex and Int. The cleric saves a lot of healing spells by using Shield of Faith (1st level) and Warding Bond (2nd level) proactively. It's better than that. They seldom hit at all, not even critical hits (1 in 400). That's using two casts - Mage Armor (1st) and Blur (2nd). My BS is using Booming Blade to control the Giants. And as I said, Blur. Honestly the BS just makes a joke of those giants. The Rogue and Archer kite them easily, dealing a heck of a lot of ranged damage. The cleric has Warding Bond running on the BS just in case. I do care. I will post my log from Fantasy Grounds later on. I appreciate your frankness in posting your findings. The base AC for my BS is 13+8+1+2 = 24 and the Blur means the Hill Giants hit on 16+ but have Disadvantage. They essentially never critical. Any damage is halved. My BS tanks like a b****** and can still cast like a normal Wizard. Booming Blade narrows the Hill Giant's options. Being dumb, they don't much like taking damage when they move to run away. That said, they have no means of fleeing my Rogue, who can use Cunning Action to keep raining SS (Longbow) damage onto them (with Sneak Attack, whenever BS is adjacent to them). I should add that they can't flee my BS. Their speed of 40' is the same as BS' (with Bladesong). [/QUOTE]
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