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<blockquote data-quote="Chaosmancer" data-source="post: 9424825" data-attributes="member: 6801228"><p>No, the shield spell is not easier to get now. Unless you count "now" as "since 2021 when Strixhave officially allowed everyone to get a 1st level feat". And even then, that is only if you discount the sheer number of people who homebrewed 1st level feats into the game. </p><p></p><p>And yeah, I know it wasn't a comprehensive list, because a comprehensive list would have included even more 2014 content that had reaction abilities. And saying things like "well, there was a reaction ability in 2014 that was horrible and no one ever bothered to take, but now it is actually decent and people might use it!" is not the red flag of impending doom you seem to think it is. Case in point, I DID have players who took Defensive Duelist before.</p><p></p><p></p><p></p><p>Ah, my mistake. I thought you were just listing Heroic Inspiration as a whole. But yes, Champions will be able to re-roll one attack per turn if they miss. Having seen these sort of abilities in play, for example with Savage Attacker which I have also seen used, this does not really noticeably increase the length of combat after the first one or two where the player gets into a pattern.</p><p></p><p></p><p></p><p>Okay, but a personal frustration of players being able to affect the outcome of events is very different than the conversation you joined in on, which is "2024 is making things harder for DM's and slowing down combat". </p><p></p><p>If your argument is "I hate when the players make me re-roll a die, and now they can do that more"... okay, cool, you can hate that. But that doesn't make the game noticeably slower or more difficult to run. Again, literally, everything on your list except for 4 things already existed in the game. So did Hellish Rebuke, Ancestral Guardians, Commander's strike, Voice of Authority, Mage Slayer, Sentinel, Polearm Master, and dozens of other reaction abilities.</p><p></p><p></p><p></p><p>Or fewer if they use the bonus action teleport options that pull from the same pool of uses. So if they can teleport 5 times per day, and they teleport three times on their turn, they only get 2 reaction teleports.</p><p></p><p></p><p></p><p>And most people who have played with these features, or similar features are telling you it isn't going to slow down combat at all. So why should I believe you, over my own lived experience as a GM?</p><p></p><p></p><p></p><p>No, I wasn't counting enemy reactions, because most players avoid that. And no, I don't think it will be 7 times per round with 6 players. </p><p></p><p>See, because let's say you have a party of six, and every single person has a reaction that activates if they are attacked... well then if you only attack three of them, you only get three reactions. And let's say you have a Polearm Master Tiefling Feylock with magic initiate who can use beguiling defense, misty escape, hellish Rebuke, shield and attack anyone who approaches them with their halberd... well they can only do one of those things. So the fact that they have five different reaction abilities... doesn't actually change anything. </p><p></p><p>And if they have a Lore Bard with Defensive Duelist, Countercharm, and Cutting Words... they can still only use one reaction. </p><p></p><p>And since a lot of these reactions were things we ALREADY dealt with... I don't see the number of actual reactions taking place on a given turn functionally increasing. Maybe one or two, but they are all pretty clear abilities that are going to resolve quickly. I mean, the group I'm in now has two people with silvery barbs, one with shield, and a Spore Druid who reaction hits anyone who approaches. And that is with none of those people using 2024 rules (I'm playing a 2024 trickery domain cleric and have no new reaction abilities) </p><p></p><p>This is the same as it ever was.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9424825, member: 6801228"] No, the shield spell is not easier to get now. Unless you count "now" as "since 2021 when Strixhave officially allowed everyone to get a 1st level feat". And even then, that is only if you discount the sheer number of people who homebrewed 1st level feats into the game. And yeah, I know it wasn't a comprehensive list, because a comprehensive list would have included even more 2014 content that had reaction abilities. And saying things like "well, there was a reaction ability in 2014 that was horrible and no one ever bothered to take, but now it is actually decent and people might use it!" is not the red flag of impending doom you seem to think it is. Case in point, I DID have players who took Defensive Duelist before. Ah, my mistake. I thought you were just listing Heroic Inspiration as a whole. But yes, Champions will be able to re-roll one attack per turn if they miss. Having seen these sort of abilities in play, for example with Savage Attacker which I have also seen used, this does not really noticeably increase the length of combat after the first one or two where the player gets into a pattern. Okay, but a personal frustration of players being able to affect the outcome of events is very different than the conversation you joined in on, which is "2024 is making things harder for DM's and slowing down combat". If your argument is "I hate when the players make me re-roll a die, and now they can do that more"... okay, cool, you can hate that. But that doesn't make the game noticeably slower or more difficult to run. Again, literally, everything on your list except for 4 things already existed in the game. So did Hellish Rebuke, Ancestral Guardians, Commander's strike, Voice of Authority, Mage Slayer, Sentinel, Polearm Master, and dozens of other reaction abilities. Or fewer if they use the bonus action teleport options that pull from the same pool of uses. So if they can teleport 5 times per day, and they teleport three times on their turn, they only get 2 reaction teleports. And most people who have played with these features, or similar features are telling you it isn't going to slow down combat at all. So why should I believe you, over my own lived experience as a GM? No, I wasn't counting enemy reactions, because most players avoid that. And no, I don't think it will be 7 times per round with 6 players. See, because let's say you have a party of six, and every single person has a reaction that activates if they are attacked... well then if you only attack three of them, you only get three reactions. And let's say you have a Polearm Master Tiefling Feylock with magic initiate who can use beguiling defense, misty escape, hellish Rebuke, shield and attack anyone who approaches them with their halberd... well they can only do one of those things. So the fact that they have five different reaction abilities... doesn't actually change anything. And if they have a Lore Bard with Defensive Duelist, Countercharm, and Cutting Words... they can still only use one reaction. And since a lot of these reactions were things we ALREADY dealt with... I don't see the number of actual reactions taking place on a given turn functionally increasing. Maybe one or two, but they are all pretty clear abilities that are going to resolve quickly. I mean, the group I'm in now has two people with silvery barbs, one with shield, and a Spore Druid who reaction hits anyone who approaches. And that is with none of those people using 2024 rules (I'm playing a 2024 trickery domain cleric and have no new reaction abilities) This is the same as it ever was. [/QUOTE]
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