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Chill touch vs Troll regeneration
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6847102" data-attributes="member: 6701872"><p>There are no such creatures in D&D.</p><p></p><p>Point me in the direction of a creature that has regeneration that isn't A) only effective if they start their turn with 1 or more hit points, or B) specifically including the clause that the creature only dies if it starts its turn at 0 hit points and does not regenerate. I checked the Monster Manual before making my claim of that being how regeneration works, so if you are correct and I missed one - prove it.</p><p></p><p>The difference in how "difficult" it is is marginal at best.</p><p>I'm not, I have no idea why you think I am.</p><p>Yeah, that's the game working as intended: if your party has the ability to exploit a creature's built-in weaknesses, your party kills it quicker and easier. </p><p>Regeneration is not a troll's "primary defense." Neither in design intent, nor in practice.</p><p>It is strange that you would say this when one of the few things commonly agreed upon among those who discuss optimal strategy is that in-combat healing is not worth doing - a defensive spell to reduce how many hp you lose in the first place, or an offensive spell to reduce how long your enemies are alive to give you opportunities to lose hp will always be a more efficient use of actions and spell slots.</p><p>...so, are you saying that you've never seen a party that didn't include at least one of the following: a sorcerer, a warlock, a wizard, a death domain cleric, or a character taking the magic initiate feat. That <em>also</em> made the choice to take <em>chill touch</em> instead of one of the other available cantrip options? Because if you aren't saying that, then I really don't see how you can believe you are not over-reacting at least a little bit to an element that might never come up in your campaign (since a group could be made up of players simply not interested in those particular character options).</p><p></p><p>I don't know what it looks like at your table, but at my table a single troll against a 3rd level party barely needs regeneration at all, because at that level the troll's "best defense" is that a single round of it's attacks can put just about any character in the party on their back dying.</p><p></p><p>And if not being shut down constantly, the regeneration will likely happen 2 or 3 times, adding 1 round to the expected length of combat - which isn't much of a change at all.</p><p></p><p>You are acting like that change is <em>massive</em>, and it just isn't. Unless, of course, you can show me some play-by-play of a combat where <em>chill touch</em> has actually trivialized the encounter compared to whoever cast it casting any other attack cantrip available to their class - facts to back up your apparent emotion-cause knee-jerk of a reaction might show your argument to have some weight.</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6847102, member: 6701872"] There are no such creatures in D&D. Point me in the direction of a creature that has regeneration that isn't A) only effective if they start their turn with 1 or more hit points, or B) specifically including the clause that the creature only dies if it starts its turn at 0 hit points and does not regenerate. I checked the Monster Manual before making my claim of that being how regeneration works, so if you are correct and I missed one - prove it. The difference in how "difficult" it is is marginal at best. I'm not, I have no idea why you think I am. Yeah, that's the game working as intended: if your party has the ability to exploit a creature's built-in weaknesses, your party kills it quicker and easier. Regeneration is not a troll's "primary defense." Neither in design intent, nor in practice. It is strange that you would say this when one of the few things commonly agreed upon among those who discuss optimal strategy is that in-combat healing is not worth doing - a defensive spell to reduce how many hp you lose in the first place, or an offensive spell to reduce how long your enemies are alive to give you opportunities to lose hp will always be a more efficient use of actions and spell slots. ...so, are you saying that you've never seen a party that didn't include at least one of the following: a sorcerer, a warlock, a wizard, a death domain cleric, or a character taking the magic initiate feat. That [I]also[/I] made the choice to take [I]chill touch[/I] instead of one of the other available cantrip options? Because if you aren't saying that, then I really don't see how you can believe you are not over-reacting at least a little bit to an element that might never come up in your campaign (since a group could be made up of players simply not interested in those particular character options). I don't know what it looks like at your table, but at my table a single troll against a 3rd level party barely needs regeneration at all, because at that level the troll's "best defense" is that a single round of it's attacks can put just about any character in the party on their back dying. And if not being shut down constantly, the regeneration will likely happen 2 or 3 times, adding 1 round to the expected length of combat - which isn't much of a change at all. You are acting like that change is [I]massive[/I], and it just isn't. Unless, of course, you can show me some play-by-play of a combat where [I]chill touch[/I] has actually trivialized the encounter compared to whoever cast it casting any other attack cantrip available to their class - facts to back up your apparent emotion-cause knee-jerk of a reaction might show your argument to have some weight. [/QUOTE]
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