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Chill touch vs Troll regeneration
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<blockquote data-quote="Celtavian" data-source="post: 6847020" data-attributes="member: 5834"><p>The only idea you've illustrated is that you don't have much experience with <em>chill touch</em> against creatures that have hit point regain effects as a key part of their defenses.</p><p></p><p></p><p></p><p>First, that's not how it works for all creatures. Second, preparing a torch is a lot more difficult than using a cantrip and you have to get up close and personal to use a torch. Why are you focusing solely on the troll? <em>Chill touch</em> is effective against anything not immune to spells of cantrip level or necrotic damage. I'm not sure if the rider effect doesn't still work if the target is immune to necrotic damage.</p><p></p><p></p><p></p><p>If a creature has a powerful healing effect as part of their action sequence that accounts for their higher CR, then they are going to die quicker and easier. They may not even have an alternative that is very useful like a troll whose primary defense is regeneration. There are other creatures like enemy priests whose primary usefulness might be casting a big heal. All shut down by a cantrip. A 6th level <em>heal</em> spell countered by a cantrip. Powerful vampiric regeneration countered by a cantrip. Demonic lord's regeneration shut down by a cantrip. </p><p></p><p>To you no big deal, to me a big deal. So yes, I don't consider an over-reaction and nothing you say will change that. If in your mind's eye a cantrip shutting all that down looks fine, so be it. It doesn't in my mind's eye.</p><p></p><p></p><p></p><p>A CR 5 roll is the type of enemy you send against a 2nd or 3rd level party. They can't output that kind of damage at that level. When you design a healing effect for an appropriate level party, it will return sufficient hit points to make that regeneration effect worthwhile. When I first glanced at regeneration, I was pleasantly surprised by the number of hit points regenerated. Given the way 5E was built, it was an effective level of regeneration rather than the ridiculously small amounts in <em>Pathfinder</em>/3E. But once I read how easy it was to shutdown, it went back to a useless ability easily bypassed. Then once players learned the mechanics of <em>chill touch</em>, they learned they could shut down the regeneration of anything from a troll to a hydra to a vampire to Juiblex as well as the healing of an evil priest or the corpse absorption abilities of a legendary creature. </p><p></p><p>I guess to you that is no big deal, but to me that's a big deal for one cantrip. A little too wide an ability in my opinion. If you don't mind, I'll ignore snarky remarks as I've seen <em>chill touch</em> have an outsized effect in a lot of encounters where a key ability that allows a creature to regain hit points was shutdown trivializing the encounter to the point I check off regeneration or healing as mostly useless in a creature's repertoire of abilities. Smart parties will focus on shutting it down with a unlimited use cantrip. Not like arcane casters do so much damage they can't spare a cantrip with a powerful rider effect every round.</p><p></p><p>And that is about all we have to discuss.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6847020, member: 5834"] The only idea you've illustrated is that you don't have much experience with [I]chill touch[/I] against creatures that have hit point regain effects as a key part of their defenses. First, that's not how it works for all creatures. Second, preparing a torch is a lot more difficult than using a cantrip and you have to get up close and personal to use a torch. Why are you focusing solely on the troll? [I]Chill touch[/I] is effective against anything not immune to spells of cantrip level or necrotic damage. I'm not sure if the rider effect doesn't still work if the target is immune to necrotic damage. If a creature has a powerful healing effect as part of their action sequence that accounts for their higher CR, then they are going to die quicker and easier. They may not even have an alternative that is very useful like a troll whose primary defense is regeneration. There are other creatures like enemy priests whose primary usefulness might be casting a big heal. All shut down by a cantrip. A 6th level [I]heal[/I] spell countered by a cantrip. Powerful vampiric regeneration countered by a cantrip. Demonic lord's regeneration shut down by a cantrip. To you no big deal, to me a big deal. So yes, I don't consider an over-reaction and nothing you say will change that. If in your mind's eye a cantrip shutting all that down looks fine, so be it. It doesn't in my mind's eye. A CR 5 roll is the type of enemy you send against a 2nd or 3rd level party. They can't output that kind of damage at that level. When you design a healing effect for an appropriate level party, it will return sufficient hit points to make that regeneration effect worthwhile. When I first glanced at regeneration, I was pleasantly surprised by the number of hit points regenerated. Given the way 5E was built, it was an effective level of regeneration rather than the ridiculously small amounts in [I]Pathfinder[/I]/3E. But once I read how easy it was to shutdown, it went back to a useless ability easily bypassed. Then once players learned the mechanics of [I]chill touch[/I], they learned they could shut down the regeneration of anything from a troll to a hydra to a vampire to Juiblex as well as the healing of an evil priest or the corpse absorption abilities of a legendary creature. I guess to you that is no big deal, but to me that's a big deal for one cantrip. A little too wide an ability in my opinion. If you don't mind, I'll ignore snarky remarks as I've seen [I]chill touch[/I] have an outsized effect in a lot of encounters where a key ability that allows a creature to regain hit points was shutdown trivializing the encounter to the point I check off regeneration or healing as mostly useless in a creature's repertoire of abilities. Smart parties will focus on shutting it down with a unlimited use cantrip. Not like arcane casters do so much damage they can't spare a cantrip with a powerful rider effect every round. And that is about all we have to discuss. [/QUOTE]
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