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*Dungeons & Dragons
Bladesinger - a criticism of its design
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<blockquote data-quote="Ovinomancer" data-source="post: 7253195" data-attributes="member: 16814"><p>Right, you're using 1 first to set up your day, and then 1-2 firsts and a second from the bladesinger and a 1st from another caster (potentially a 2nd if you're using warding bond) for <em>each fight</em>. At 4 fights a day, you're now using higher level slots to fuel shields and blurs, and you've tapped your cleric of all first level slots just to <em>enable your melee actions</em>.</p><p></p><p>Let me put that another way: in a 4 fight day, you're burning 4 2nd level slots and potentially 1-8 slots on shield, and the cleric is burning 4 1st slots on shield of faith. NONE of these spells are draining resources from your foes -- no damage, no lockdown, no area denial -- they're ALL just to enable a wizard to have a high survivability in melee. And you claim this isn't a huge investment just to enable a wizard to not be hit and doesn't affect that wizard's ability (or their party's) to accomplish things? If you're using your much rarely 3rd+ slots for exploration and social encounters then you've already sacrificed a huge amount of the wizard's versatility because a lot of obstacle removal/bypassing is in those 1st to 2nd level spells.</p><p></p><p>And, further, I did my math wrong. In your Hill Giant fight you presented eariler, you took 8 rounds to kill the hill giants. If one (and only one) is attacking you every round (as tank) in melee, then the chances to be hit are:</p><p></p><p>Not hit at all: 22%</p><p>Hit at least once: 78%</p><p>Hit at least twice: 43%</p><p>Hit at least three times: 17%</p><p>Hit at least four times: 5%</p><p></p><p>Crit at least once: 4%</p><p></p><p>This is assuming usage of blur as per the scenario. That's 2 attacks a round by 1 giant for 8 rounds for 3d8+5 damage against a hit point pool of 36 hp. It's very likely you will use 1 shield, and pretty likely you will use 2. So, even if you look at discrete chances and don't average, the bladesinger actually comes off worse, not better.</p><p></p><p>If you'd rather an easier fight, say where the bladesinger is tanking 2 giants for 2 rounds, the numbers aren't that much better:</p><p>53% chance to be hit at least once</p><p>17% chance to be hit at least twice</p><p></p><p>And that's out of only 8 attacks. Again, assuming AC 23 and blur.</p><p></p><p>You're burning a huge amount of resources to enable your trick of having a high AC. And the comment that the casters will be casting spells in combat anyway is ignoring that they'll be casting spells to harm/delay/remove opponents, not enable the bladesinger to act the tank. The spells being cast will be directly contributing to ending the encounter, not to let the bladesinger stand in the way of melee.</p><p></p><p>So, yeah, you can burn a heap of resources and be less hittable than a fighter. That's not overshadowing, it's burning a huge amount of resources to be a bit better at not getting hit. When you are hit, it doesn't help at all.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7253195, member: 16814"] Right, you're using 1 first to set up your day, and then 1-2 firsts and a second from the bladesinger and a 1st from another caster (potentially a 2nd if you're using warding bond) for [I]each fight[/I]. At 4 fights a day, you're now using higher level slots to fuel shields and blurs, and you've tapped your cleric of all first level slots just to [I]enable your melee actions[/I]. Let me put that another way: in a 4 fight day, you're burning 4 2nd level slots and potentially 1-8 slots on shield, and the cleric is burning 4 1st slots on shield of faith. NONE of these spells are draining resources from your foes -- no damage, no lockdown, no area denial -- they're ALL just to enable a wizard to have a high survivability in melee. And you claim this isn't a huge investment just to enable a wizard to not be hit and doesn't affect that wizard's ability (or their party's) to accomplish things? If you're using your much rarely 3rd+ slots for exploration and social encounters then you've already sacrificed a huge amount of the wizard's versatility because a lot of obstacle removal/bypassing is in those 1st to 2nd level spells. And, further, I did my math wrong. In your Hill Giant fight you presented eariler, you took 8 rounds to kill the hill giants. If one (and only one) is attacking you every round (as tank) in melee, then the chances to be hit are: Not hit at all: 22% Hit at least once: 78% Hit at least twice: 43% Hit at least three times: 17% Hit at least four times: 5% Crit at least once: 4% This is assuming usage of blur as per the scenario. That's 2 attacks a round by 1 giant for 8 rounds for 3d8+5 damage against a hit point pool of 36 hp. It's very likely you will use 1 shield, and pretty likely you will use 2. So, even if you look at discrete chances and don't average, the bladesinger actually comes off worse, not better. If you'd rather an easier fight, say where the bladesinger is tanking 2 giants for 2 rounds, the numbers aren't that much better: 53% chance to be hit at least once 17% chance to be hit at least twice And that's out of only 8 attacks. Again, assuming AC 23 and blur. You're burning a huge amount of resources to enable your trick of having a high AC. And the comment that the casters will be casting spells in combat anyway is ignoring that they'll be casting spells to harm/delay/remove opponents, not enable the bladesinger to act the tank. The spells being cast will be directly contributing to ending the encounter, not to let the bladesinger stand in the way of melee. So, yeah, you can burn a heap of resources and be less hittable than a fighter. That's not overshadowing, it's burning a huge amount of resources to be a bit better at not getting hit. When you are hit, it doesn't help at all. [/QUOTE]
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