I'll be watching it...But that example is a REALLY inefficient use of their resources. If players are making those choices, the only way circle casting will "break" games is by making combats a lot harder on players who can't math.
I'll be watching it...But that example is a REALLY inefficient use of their resources. If players are making those choices, the only way circle casting will "break" games is by making combats a lot harder on players who can't math.
I see you still are ignoring how SG does damage over time, and to multiple targets. And now suddenly are factoring in saves but aren't factoring in attack roll misses. Interesting...
This isn't a cherry picked example. This is a common encounter type.
So you accused me of cherry picking, then literally had to ignore several of the links (literally every other one) I provided to find one that supported you? That's rich. Also doesn't prove your claim.
This is not true at all, but another assumption. I said earlier about the red flags.
I did factor in attack rolls and misses misses and critical hits and I did factor in multiple targets - those multiple targets being the two bad guys that would be inside your expanded SG.
On the Fighters turn if he goes and makes 2 attacks here are the possibilities:
1. Hits 0 times (25% chance) - 0 damage
2. Hits 1 time (50% chance) - 23 damage (12 slashing + 11 Radiant)
3. Hits 2 times (25% chance) - 47 damage (24 slashing + 23 Radiant)
This is what you picked to show your point.
SG is a weak play for this scenario anyway circle SG is just a weaker play. If your Cleric is going to use a 3rd level slot upcast Hold Person or upcast Command are the plays here depending on initiative.
IF the initiative order is Cleric first or if it is Fighter first and Cleric last, then the best play IMO is upcast HP targeting the Cult Fanatic and one of the Hobs. If it is any other initiative the best play is upcast command targeting the Fanatic and 2 Hobs. Both of those are going to be much more effective than SG.
The math that follows does prove my claim - in the scenario you provided to prove your point it is mathematically extremely unlikely that you will get SG damage round over round.
Yeah I expected this. That is why I said in there you tell me what assumptions you want me to make and I will mathematically prove you wrong. You don't like my assumptions, then you pick the assumptions for the scenario that you laid down!
Unless the assumption is stupid enemy or unrealistic PC builds/gear, then I am confident the math will show in my favor.
Go ahead, tell me what assumptions you want me to use!
Its a feat right? Wouldn't warcaster be better 90% of the time?
talk about a feat that no one will take?Yup, I'm going to require casters to be trained (a feat) in this esoteric arcane ability to participate.
To me, it's kind of the reverse of weapon masteries - when those were introduced a lot folks were like "they're okay, not that powerful, nice little bonus." But if you did the math most masteries were actually amazing, a much bigger power boost than widely anticipated (and than widely appreciated even now).
It's funny how true this is. We play A5E , but someone wanted to make a 5e24 character with weapon masteries... They have yet to remember to use them (and this is an optimizer character-build-loving player). It's early days in the game, so it could just be an adjustment thing, but still... Funny.Agreed. The biggest "shortfall" of weapon masteries is that they are frequently forgotten. Players forget they hit the bad guy last round and have advantage due to vex this round or they forget to call for the topple save after they hit with their first attack using extra attack and end up attacking a second time without advantage.
problem is that weapon masteries have limited usage, sure you will always try to use your primary weapon, but it would be better if they are made as BM maneuvers.Agreed. The biggest "shortfall" of weapon masteries is that they are frequently forgotten. Players forget they hit the bad guy last round and have advantage due to vex this round or they forget to call for the topple save after they hit with their first attack using extra attack and end up attacking a second time without advantage.
problem is that weapon masteries have limited usage, sure you will always try to use your primary weapon, but it would be better if they are made as BM maneuvers.
So you can pick between few options after every attack.
also it would help if Weapon master feat is not pathetically weak. 3 or 4 masteries for feat would be OK.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.