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Bladesinger - a criticism of its design
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<blockquote data-quote="Rhenny" data-source="post: 7260153" data-attributes="member: 18333"><p>Update...in the Phandalin campaign I'm in now, I'm a 4th level Bladesinger. I can get up into melee, but I don't like staying up their for too long. I've just taken mobility so I can dance around a lot, especially when I have bladesong up, and I can pop a shield spell sometimes when I want to avoid some incoming damage. I save 2nd level slots for Rope Trick so that my party can always find a safe place to get a short rest or hide. Sometimes I'm in a position to use burning hands, but results vary based on rolls. I can fire a long bow from distance or use Frostbite vs. opponents without spending spell slots (unfortunately, many of the foes I tend to want to use this against have higher Con scores though). I've got some ritual utility (detect magic, identify, comprehend languages). I use mage armor every day, and I hold on to sleep (although I rarely find a good time to use it). </p><p></p><p>My party consists of a monk (the one that gains temporary hit points from killing foes), a rogue, a tempest cleric, and a moon druid. The others do far more damage than I do in melee. The moon druid can turn into a dire wolf twice per short rest, basically gaining 37 temporary hit points, attacking at advantage with pack tactics, doing 2d6+3 damage and chance for knocking prone. He can also turn back into his Half-Elven form to cast entangle, fairy fire, moonbeam, goodberry, cure wounds, etc. The monk can use ki to disengage or dodge, flurry of blows, etc. The cleric can maximize Thunderwave and blast foes with a retributive strike when he's hit in melee - he can heal too. The rogue gets to sneak attack for nice damage, use cunning action to disengage or hide or dash. It all feels pretty even to me. If anything, it's the druid that seems to be the most OP.</p><p></p><p>The reason why my character is 4th and the others are 3rd is because we had a near TPK vs. the dragon. With my last party, my bladesinger created a Rope Trick in a thicket near where we encountered the dragon. She tried to get the others to go in it (pretending that she could teleport them away if they came to her location), but they didn't listen. The warlock taunted the dragon and started the fight, then he had trouble climbing the rope so he was first to die outright. The paladin eventually made it to the rope, but then he swung on the rope and tried to do an acrobatic feat to land on the dragon to attack it...pretty soon he was dead. The group's cleric died in poison gas, and the rogue got knocked down then brought up to 1 hp (earlier in the fight when the Paladin crawled over to him and did 1 point of lay on hands healing), then he ran away from the rope trick never to be seen again. The reason why my character lived was partly because she saved spells for contingencies, and partly because she played using her 16 Intelligence rather than trying to do too many crazy things. It had little to do with her AC or her ability to fight in combat. </p><p></p><p>Often, perceived party balance is all controlled by the type of encounters or the pace of the game session.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 7260153, member: 18333"] Update...in the Phandalin campaign I'm in now, I'm a 4th level Bladesinger. I can get up into melee, but I don't like staying up their for too long. I've just taken mobility so I can dance around a lot, especially when I have bladesong up, and I can pop a shield spell sometimes when I want to avoid some incoming damage. I save 2nd level slots for Rope Trick so that my party can always find a safe place to get a short rest or hide. Sometimes I'm in a position to use burning hands, but results vary based on rolls. I can fire a long bow from distance or use Frostbite vs. opponents without spending spell slots (unfortunately, many of the foes I tend to want to use this against have higher Con scores though). I've got some ritual utility (detect magic, identify, comprehend languages). I use mage armor every day, and I hold on to sleep (although I rarely find a good time to use it). My party consists of a monk (the one that gains temporary hit points from killing foes), a rogue, a tempest cleric, and a moon druid. The others do far more damage than I do in melee. The moon druid can turn into a dire wolf twice per short rest, basically gaining 37 temporary hit points, attacking at advantage with pack tactics, doing 2d6+3 damage and chance for knocking prone. He can also turn back into his Half-Elven form to cast entangle, fairy fire, moonbeam, goodberry, cure wounds, etc. The monk can use ki to disengage or dodge, flurry of blows, etc. The cleric can maximize Thunderwave and blast foes with a retributive strike when he's hit in melee - he can heal too. The rogue gets to sneak attack for nice damage, use cunning action to disengage or hide or dash. It all feels pretty even to me. If anything, it's the druid that seems to be the most OP. The reason why my character is 4th and the others are 3rd is because we had a near TPK vs. the dragon. With my last party, my bladesinger created a Rope Trick in a thicket near where we encountered the dragon. She tried to get the others to go in it (pretending that she could teleport them away if they came to her location), but they didn't listen. The warlock taunted the dragon and started the fight, then he had trouble climbing the rope so he was first to die outright. The paladin eventually made it to the rope, but then he swung on the rope and tried to do an acrobatic feat to land on the dragon to attack it...pretty soon he was dead. The group's cleric died in poison gas, and the rogue got knocked down then brought up to 1 hp (earlier in the fight when the Paladin crawled over to him and did 1 point of lay on hands healing), then he ran away from the rope trick never to be seen again. The reason why my character lived was partly because she saved spells for contingencies, and partly because she played using her 16 Intelligence rather than trying to do too many crazy things. It had little to do with her AC or her ability to fight in combat. Often, perceived party balance is all controlled by the type of encounters or the pace of the game session. [/QUOTE]
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