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D&D 2024 Rules Oddities (Kibbles’ Collected Complaints)
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<blockquote data-quote="Chaosmancer" data-source="post: 9436820" data-attributes="member: 6801228"><p>I find it deeply amusing that people think the changes to Spirit Guardians is some kind of OP buff. </p><p></p><p>Spirit Guardians now does damage once when the emanation enters a creature's space and when they end their turn in it. That is it. This means a cleric can run into a group of enemies and deal 3d8 damage. And if the enemies do not flee, they take 3d8 at the end of their turn. IF they do flee, no extra damage. </p><p></p><p>Do you know how it USED to work? People would use Telekinetic or Eldritch blast with Grasp of Hadar. They would stop right before the enemy, then hit them with those abilities, pulling them into the spirit guardians for 3d8 damage, then at the start of the creature's turn, they would take another 3d8 damage. Then on the next turn or as a reaction the caster would find a way to push them out or flee, then pull them back in, and they would repeat the process. They could also get allies to do the same, pulling the enemy out, and pushing them in. </p><p></p><p>If anything, the exploit is WEAKER than it used to be, because now moving the enemy around in and out of the spell effect doesn't do anything. You have to move the spell effect, and depending on the exact wording, it might ONLY work if you move the emenation on your turn, dropping us from potentially 12d8 damage before the enemy can react to 3d8.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9436820, member: 6801228"] I find it deeply amusing that people think the changes to Spirit Guardians is some kind of OP buff. Spirit Guardians now does damage once when the emanation enters a creature's space and when they end their turn in it. That is it. This means a cleric can run into a group of enemies and deal 3d8 damage. And if the enemies do not flee, they take 3d8 at the end of their turn. IF they do flee, no extra damage. Do you know how it USED to work? People would use Telekinetic or Eldritch blast with Grasp of Hadar. They would stop right before the enemy, then hit them with those abilities, pulling them into the spirit guardians for 3d8 damage, then at the start of the creature's turn, they would take another 3d8 damage. Then on the next turn or as a reaction the caster would find a way to push them out or flee, then pull them back in, and they would repeat the process. They could also get allies to do the same, pulling the enemy out, and pushing them in. If anything, the exploit is WEAKER than it used to be, because now moving the enemy around in and out of the spell effect doesn't do anything. You have to move the spell effect, and depending on the exact wording, it might ONLY work if you move the emenation on your turn, dropping us from potentially 12d8 damage before the enemy can react to 3d8. [/QUOTE]
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D&D 2024 Rules Oddities (Kibbles’ Collected Complaints)
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