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General Tabletop Discussion
*Pathfinder & Starfinder
Divine might as 'not an action'
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<blockquote data-quote="FreeTheSlaves" data-source="post: 755635" data-attributes="member: 9952"><p>DM is more powerful than weapon specialization if is unaltered except for being not-an-action, as WotC faq suggests.</p><p></p><p>Worst case scenario is best to show this. Okay get a paladin who will already want to boost charisma right? This bonus will only get bigger as the character progresses so that gives more damage, more duration and more often.</p><p></p><p>E.g. my paladin had 20 charisma at level 10, a +5 bonus.</p><p></p><p>Combat may last many rounds but the paladin will spend only a portion of that up close for full attacks, the remainder is maneuvering. So, the paladin (just like the barbarian) waits until he is close enough before activating DM.</p><p></p><p>How many fights do the party face per day? That 20 charisma paladin can gain an extra +5 damage (for 5 rounds), 8 times per day. Or 40 rounds. A 16 cha (+3) paladin would get 18 rounds.</p><p></p><p>Even taking into account the need to actually turn undead this only gets more sick as the charisma increases. You'd easily get to the point when it is always in use. I think as at the base 3rd level, it would be most comparable to specialization.</p><p></p><p>My proposed house-rule is to make DM not-an-action but limit it to one full round per use. The above paladin would have 8 rounds of usage.</p></blockquote><p></p>
[QUOTE="FreeTheSlaves, post: 755635, member: 9952"] DM is more powerful than weapon specialization if is unaltered except for being not-an-action, as WotC faq suggests. Worst case scenario is best to show this. Okay get a paladin who will already want to boost charisma right? This bonus will only get bigger as the character progresses so that gives more damage, more duration and more often. E.g. my paladin had 20 charisma at level 10, a +5 bonus. Combat may last many rounds but the paladin will spend only a portion of that up close for full attacks, the remainder is maneuvering. So, the paladin (just like the barbarian) waits until he is close enough before activating DM. How many fights do the party face per day? That 20 charisma paladin can gain an extra +5 damage (for 5 rounds), 8 times per day. Or 40 rounds. A 16 cha (+3) paladin would get 18 rounds. Even taking into account the need to actually turn undead this only gets more sick as the charisma increases. You'd easily get to the point when it is always in use. I think as at the base 3rd level, it would be most comparable to specialization. My proposed house-rule is to make DM not-an-action but limit it to one full round per use. The above paladin would have 8 rounds of usage. [/QUOTE]
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Divine might as 'not an action'
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