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Community
General Tabletop Discussion
*Dungeons & Dragons
Blees Still Broken/OP?
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<blockquote data-quote="UngeheuerLich" data-source="post: 6805120" data-attributes="member: 59057"><p>It is a simple math problem and a little bit more complicated perception problem.</p><p></p><p>Math: are the 12.5% increased chance to hit increasing damage wnough to make it worth in that situation with your character built as it is. Which includes...</p><p>Opportunity cost of casting that spell instead of for example attack and cast spiritual weapon and attack again.</p><p>...Is the slot used effectively or is it wasted.</p><p>...Is the damage caused by the creature you didn'g just kill with maximzed thunder wave higher than the damage you received from the creatures who died faster due to bless or the damage you mitigated by your saving throw bonus.</p><p></p><p>Perception:</p><p>...Are the character generation and leveling resources spent for maximzing the use of bless too expensively. Is your effectivity smallered due to the one and only tactic your group optimized?</p><p>...How often do you notice it working?</p><p>...Which kind of fights does your group and DM favour. </p><p>...What is the reason for the fights? </p><p>...Could a simple sleep or charm person or invisibility spell have prevented that fight altogether?</p><p>... How good at working together are your Players/are the characters sticking to tactics (it may be metagaming a lot for a random group playing the perfectly trained team.)</p><p></p><p>And the last thing: Is a spell really broken when it is good in situations it is designed to be good? My claim: if bless was just a little worse, it would be beokenly underpowered.</p><p></p><p>My only Idea to balance it differently in groups that tend to optimze for that spell: Make it a bonus action cast spell and give a fixed pool of dice to the affected players and allow only one of them to be spent per round. Would make it even more tactical and less explotable.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 6805120, member: 59057"] It is a simple math problem and a little bit more complicated perception problem. Math: are the 12.5% increased chance to hit increasing damage wnough to make it worth in that situation with your character built as it is. Which includes... Opportunity cost of casting that spell instead of for example attack and cast spiritual weapon and attack again. ...Is the slot used effectively or is it wasted. ...Is the damage caused by the creature you didn'g just kill with maximzed thunder wave higher than the damage you received from the creatures who died faster due to bless or the damage you mitigated by your saving throw bonus. Perception: ...Are the character generation and leveling resources spent for maximzing the use of bless too expensively. Is your effectivity smallered due to the one and only tactic your group optimized? ...How often do you notice it working? ...Which kind of fights does your group and DM favour. ...What is the reason for the fights? ...Could a simple sleep or charm person or invisibility spell have prevented that fight altogether? ... How good at working together are your Players/are the characters sticking to tactics (it may be metagaming a lot for a random group playing the perfectly trained team.) And the last thing: Is a spell really broken when it is good in situations it is designed to be good? My claim: if bless was just a little worse, it would be beokenly underpowered. My only Idea to balance it differently in groups that tend to optimze for that spell: Make it a bonus action cast spell and give a fixed pool of dice to the affected players and allow only one of them to be spent per round. Would make it even more tactical and less explotable. [/QUOTE]
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