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General Tabletop Discussion
*Dungeons & Dragons
Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6862141" data-attributes="member: 6787650"><p>Yes, but one reason this combo has been less common at my table is that there are alternate ways to accomplish basically the same thing. For example, a Life Cleric 1/Necromancer 3 can tank in plate armor + Blur. He will have one point less AC than the aforementioned fighter/warlock, and he won't have advantage on his attacks, and has 4 less HP (made up with Inspiring Leader), but otherwise he is both a full caster and a melee tank.</p><p></p><p>Inspiring Leader is also very common at my table.</p><p></p><p>Aura of Vitality heals 70 HP normally, or 140 HP with sorcerer metamagic (Extended), or 240 HP when also stacked with Disciple of Life as a cleric. Haven't seen that one in play but the 140 HP version is coming up as soon as the paladin in one campaign gains another level (he'll be Paladin of Devotion 9/Wild Sorc 4 and he's one of the party's two main healers).</p><p></p><p>RE: Conjure Animals, the DM has <em>always</em> chosen whether the DM chooses the animals. That isn't new, it was that way from the very beginning. Because of the way Conjure Animals is worded (they aren't real animals, they are spirits shaped into animals during the casting) I let the caster choose the form of the animals--but as a player, even at a table where the DM rolls randomly to find what animals you get, I'd still love the spell. It is top-tier for combat impact even as a level three spell, and it scales extremely well to level five. It's almost impossible to find animals which are actually <em>bad</em> when conjured in huge numbers by the spell. Remember, "quantity has a quality all its own." 16 CR 1/4 animals is a massive amount of HP + firepower for a single spell.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6862141, member: 6787650"] Yes, but one reason this combo has been less common at my table is that there are alternate ways to accomplish basically the same thing. For example, a Life Cleric 1/Necromancer 3 can tank in plate armor + Blur. He will have one point less AC than the aforementioned fighter/warlock, and he won't have advantage on his attacks, and has 4 less HP (made up with Inspiring Leader), but otherwise he is both a full caster and a melee tank. Inspiring Leader is also very common at my table. Aura of Vitality heals 70 HP normally, or 140 HP with sorcerer metamagic (Extended), or 240 HP when also stacked with Disciple of Life as a cleric. Haven't seen that one in play but the 140 HP version is coming up as soon as the paladin in one campaign gains another level (he'll be Paladin of Devotion 9/Wild Sorc 4 and he's one of the party's two main healers). RE: Conjure Animals, the DM has [I]always[/I] chosen whether the DM chooses the animals. That isn't new, it was that way from the very beginning. Because of the way Conjure Animals is worded (they aren't real animals, they are spirits shaped into animals during the casting) I let the caster choose the form of the animals--but as a player, even at a table where the DM rolls randomly to find what animals you get, I'd still love the spell. It is top-tier for combat impact even as a level three spell, and it scales extremely well to level five. It's almost impossible to find animals which are actually [I]bad[/I] when conjured in huge numbers by the spell. Remember, "quantity has a quality all its own." 16 CR 1/4 animals is a massive amount of HP + firepower for a single spell. [/QUOTE]
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Community
General Tabletop Discussion
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Design Debate: 13th-level PCs vs. 6- to 8-Encounter Adventuring Day
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