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General Tabletop Discussion
*Dungeons & Dragons
Chill touch vs Troll regeneration
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<blockquote data-quote="CapnZapp" data-source="post: 6848458" data-attributes="member: 12731"><p>I think the basic problem can be summed up thusly:</p><p></p><p><strong>Easy ways to shut down significant features of solos are bad.</strong></p><p></p><p>I agree you can't just remove individual cantrip from the game. Blanket immunity against whole categories of features are also bad because it's impossible to fully investigate the consequences.</p><p></p><p>Look, even if Chill Touch is "just" a cantrip, when a level 17 caster uses it, it's not "just" a cantrip any longer. Now it's a feature that costs the full action of a level 17 caster! That is, the opportunity cost of this action is "could've cast Wish but didn't".</p><p></p><p>To me, this means that if a Wizard 17 spends his whole action on shutting down regeneration he should have a very reasonable chance of doing so. The regen is after all only shut down for a single round. And you do need to hit the monster's AC (though admittedly that won't be too difficult).</p><p></p><p>So if Tiamat or Juiblex is advancing upon the party amidst its most trusted half dozen guards and consorts, fine. Chill Touch does great damage (4d8 plus whatever the regen rate is). But the Wizard would probably have made great damage anyway. </p><p></p><p>And if the other monsters also have regen, theirs aren't turned off.</p><p></p><p><strong>But when the monster is solo, everything changes.</strong> </p><p></p><p>Then the group has five actions to Juiblex' one. Suddenly spending one of them on keeping regeneration out of the picture isn't so expensive anymore. It creates a new fight, where the group has four actions to Juiblex' one - but now <strong>his entire side</strong> doesn't have regeneration <strong>at all</strong> any longer!</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6848458, member: 12731"] I think the basic problem can be summed up thusly: [B]Easy ways to shut down significant features of solos are bad.[/B] I agree you can't just remove individual cantrip from the game. Blanket immunity against whole categories of features are also bad because it's impossible to fully investigate the consequences. Look, even if Chill Touch is "just" a cantrip, when a level 17 caster uses it, it's not "just" a cantrip any longer. Now it's a feature that costs the full action of a level 17 caster! That is, the opportunity cost of this action is "could've cast Wish but didn't". To me, this means that if a Wizard 17 spends his whole action on shutting down regeneration he should have a very reasonable chance of doing so. The regen is after all only shut down for a single round. And you do need to hit the monster's AC (though admittedly that won't be too difficult). So if Tiamat or Juiblex is advancing upon the party amidst its most trusted half dozen guards and consorts, fine. Chill Touch does great damage (4d8 plus whatever the regen rate is). But the Wizard would probably have made great damage anyway. And if the other monsters also have regen, theirs aren't turned off. [B]But when the monster is solo, everything changes.[/B] Then the group has five actions to Juiblex' one. Suddenly spending one of them on keeping regeneration out of the picture isn't so expensive anymore. It creates a new fight, where the group has four actions to Juiblex' one - but now [B]his entire side[/B] doesn't have regeneration [B]at all[/B] any longer! [/QUOTE]
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Chill touch vs Troll regeneration
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