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December 1st UA Spell changes
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<blockquote data-quote="Chaosmancer" data-source="post: 8856032" data-attributes="member: 6801228"><p>Unless the enemy they are fighting is a Charging Minotaur that does 22 points of Average damage, because then whether you have 10 or 18 hp doesn't make a difference. Or a Hobgoblin captain with an ally next to them who does an average of 19 damage with one of their two attack, because then if you have 10 or 18 hp it doesn't make a difference. </p><p></p><p>Now, sure, it makes a difference for something like a hook horror, who does two attacks of a 11 damage. Going from 10 to 18 means that it takes two hits to knock you out instead of one hit on you and one hit on the cleric next to you. But then if the Cleric heals you again after you go down, the Hook Horror does drop you in one hit and then hits the cleric. So the cleric spent their entire turn and a spell slot to buy you a half of a monsters turn. Is that a good trade? </p><p></p><p>And these are all CR 3 creatures. What the heck is a cleric supposed to do against more deadly threats? </p><p></p><p>Take for instance an opening move by a CR 10 Young Adult Red Dragon. They breathe fire and hit the five members of the party for 56 damage. That is 280 damage from a single, rechargable, action. What can a cleric do about that? Even healing 56 damage to a single party member is nearly impossible for them to do in a single action, the only choice I can find that covers this much damage in a single action to this many people is Mass Heal. </p><p></p><p></p><p></p><p>Now, sure, if you know the damage the enemy is dealing and if there is only a single enemy and if you get lucky in your timing, you can use a healing spell to buy one party member one extra turn. But is that really the fantasy of a healer in these games? That maybe, occasionally, they can buy a crucial second? No, no it isn't.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8856032, member: 6801228"] Unless the enemy they are fighting is a Charging Minotaur that does 22 points of Average damage, because then whether you have 10 or 18 hp doesn't make a difference. Or a Hobgoblin captain with an ally next to them who does an average of 19 damage with one of their two attack, because then if you have 10 or 18 hp it doesn't make a difference. Now, sure, it makes a difference for something like a hook horror, who does two attacks of a 11 damage. Going from 10 to 18 means that it takes two hits to knock you out instead of one hit on you and one hit on the cleric next to you. But then if the Cleric heals you again after you go down, the Hook Horror does drop you in one hit and then hits the cleric. So the cleric spent their entire turn and a spell slot to buy you a half of a monsters turn. Is that a good trade? And these are all CR 3 creatures. What the heck is a cleric supposed to do against more deadly threats? Take for instance an opening move by a CR 10 Young Adult Red Dragon. They breathe fire and hit the five members of the party for 56 damage. That is 280 damage from a single, rechargable, action. What can a cleric do about that? Even healing 56 damage to a single party member is nearly impossible for them to do in a single action, the only choice I can find that covers this much damage in a single action to this many people is Mass Heal. Now, sure, if you know the damage the enemy is dealing and if there is only a single enemy and if you get lucky in your timing, you can use a healing spell to buy one party member one extra turn. But is that really the fantasy of a healer in these games? That maybe, occasionally, they can buy a crucial second? No, no it isn't. [/QUOTE]
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