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D&D 2024 PHB errata thread
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<blockquote data-quote="Xetheral" data-source="post: 9455607" data-attributes="member: 6802765"><p>Yes, I'm aware of the once per turn limitation. The change from 2014 I take issue with is letting the save and damage trigger when the emanation enters a creature's space. With that change, increasing the distance the cleric can move on their own turn increases the number of enemies that can be affected, and letting the cleric move off their turn increases the number of turns on which enemies can take damage.</p><p></p><p>Both can easily scale up with a whole list of techniques, ranging from speed buffs and the Cleric readying an action to move off-turn at the simple end, up to the the oft-mentioned grappling/dragging the Cleric off-turn at the ridiculous end. In between are a variety of options (including controlled mount(s), speed buffs for mount(s), uncontrolled mount(s) moving off the Cleric's turn, uncontrolled mount(s) readying actions to move off their own turns, riding other PCs, mount speed buffs, shared mounts, vehicles, shared vehicles, falling, certain Legendary and/or Lair Actions if one has a monster ally, certain traps, tossing the Cleric, launching the Cleric, shoving the Cleric, Repelling Blast, <em>Dissonant Whispers</em>, and probably a bunch of others) which at any given table might be considered creative or might be considered ridiculous in any given situation.</p><p></p><p>The bound on the power of the 2024 Spirit Guardians is thus each table's sense of creativeness vs ridiculousness, whereas the 2014 spell was bounded by one's ability to use the spell tactically. Personally I find tactical challenges more fun, so I don't like the change to the spell, even though I will never use any option my table considers more ridiculous than creative.</p></blockquote><p></p>
[QUOTE="Xetheral, post: 9455607, member: 6802765"] Yes, I'm aware of the once per turn limitation. The change from 2014 I take issue with is letting the save and damage trigger when the emanation enters a creature's space. With that change, increasing the distance the cleric can move on their own turn increases the number of enemies that can be affected, and letting the cleric move off their turn increases the number of turns on which enemies can take damage. Both can easily scale up with a whole list of techniques, ranging from speed buffs and the Cleric readying an action to move off-turn at the simple end, up to the the oft-mentioned grappling/dragging the Cleric off-turn at the ridiculous end. In between are a variety of options (including controlled mount(s), speed buffs for mount(s), uncontrolled mount(s) moving off the Cleric's turn, uncontrolled mount(s) readying actions to move off their own turns, riding other PCs, mount speed buffs, shared mounts, vehicles, shared vehicles, falling, certain Legendary and/or Lair Actions if one has a monster ally, certain traps, tossing the Cleric, launching the Cleric, shoving the Cleric, Repelling Blast, [I]Dissonant Whispers[/I], and probably a bunch of others) which at any given table might be considered creative or might be considered ridiculous in any given situation. The bound on the power of the 2024 Spirit Guardians is thus each table's sense of creativeness vs ridiculousness, whereas the 2014 spell was bounded by one's ability to use the spell tactically. Personally I find tactical challenges more fun, so I don't like the change to the spell, even though I will never use any option my table considers more ridiculous than creative. [/QUOTE]
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