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Eldritch Blast and Repelling Blast - One time or Each Hit?
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<blockquote data-quote="clearstream" data-source="post: 7822107" data-attributes="member: 71699"><p>What I found in play was that I could set up encounters where there wasn't enough room for characters to kite, or where the foes used ranged attacks so kiting them didn't matter. That is what I mean by warping play around the feature. Where I did not do that, the ability for a warlock to push back 20' or so (a couple of bolts hitting) and also move themselves, trivialised the combat in that long-winded way that kiting strategies do. </p><p></p><p>As you point out, foes could Dash in and I would have them do that. Yet it used up their action to do it, and that would be over multiple rounds. And the warlock could <em>step </em>away or whatever. To understand how these encounters play (if you haven't run one), you have to factor in not just the EB/RP multiple shoves, but the character movement on top of it and any special movement they have.</p><p></p><p></p><p>I base my thoughts on live play at my table: 75 sessions (I tracked them) and over a hundred encounters (I have a partial track of those in FG). As you say, the impact of <em>repelling </em>depends on the movement rates of the foes... and again this is the warping problem. I wanted to be able to use foes with all kinds of movement rates, and the amount of movement needed to negate <em>repelling</em> is more than it looks on paper.</p><p></p><p>Of course, different tables have different ways of playing, which matters. Between the two warlocks at my table, one was super crunch-focused and abused the heck out of his invocations, and the other was more relaxed about them. If I had only had the second player in my game, I doubt I would have noticed a problem.</p><p></p><p>I listed before a number of principles. One more is <strong>cost and risk of the fix</strong>. Sometimes a fix is "expensive" to implement (jarring to players is one example of a cost) or risky (hard to predict how it will play out). For my table, the cost of ruling <strong>once per target</strong>, was pretty much zero. My crunch-focused player was worried about repelling being imba. And the risk was also nearly zero (I'd need to explain the rule to a new player). So it felt worth making the change. At my table we tried first using a saving throw, but our warlocks said that it felt bad having to make the hit roll and then still beat a save. And of course it can impose a lot of saves every turn... one per bolt!</p><p></p><p>I think if one had a different view of the cost and risk, then one might not want to try it. Otherwise I would recommend changing it to one push per target, for tables who are deeply into encounter tactics and have warlock PCs.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7822107, member: 71699"] What I found in play was that I could set up encounters where there wasn't enough room for characters to kite, or where the foes used ranged attacks so kiting them didn't matter. That is what I mean by warping play around the feature. Where I did not do that, the ability for a warlock to push back 20' or so (a couple of bolts hitting) and also move themselves, trivialised the combat in that long-winded way that kiting strategies do. As you point out, foes could Dash in and I would have them do that. Yet it used up their action to do it, and that would be over multiple rounds. And the warlock could [I]step [/I]away or whatever. To understand how these encounters play (if you haven't run one), you have to factor in not just the EB/RP multiple shoves, but the character movement on top of it and any special movement they have. I base my thoughts on live play at my table: 75 sessions (I tracked them) and over a hundred encounters (I have a partial track of those in FG). As you say, the impact of [I]repelling [/I]depends on the movement rates of the foes... and again this is the warping problem. I wanted to be able to use foes with all kinds of movement rates, and the amount of movement needed to negate [I]repelling[/I] is more than it looks on paper. Of course, different tables have different ways of playing, which matters. Between the two warlocks at my table, one was super crunch-focused and abused the heck out of his invocations, and the other was more relaxed about them. If I had only had the second player in my game, I doubt I would have noticed a problem. I listed before a number of principles. One more is [B]cost and risk of the fix[/B]. Sometimes a fix is "expensive" to implement (jarring to players is one example of a cost) or risky (hard to predict how it will play out). For my table, the cost of ruling [B]once per target[/B], was pretty much zero. My crunch-focused player was worried about repelling being imba. And the risk was also nearly zero (I'd need to explain the rule to a new player). So it felt worth making the change. At my table we tried first using a saving throw, but our warlocks said that it felt bad having to make the hit roll and then still beat a save. And of course it can impose a lot of saves every turn... one per bolt! I think if one had a different view of the cost and risk, then one might not want to try it. Otherwise I would recommend changing it to one push per target, for tables who are deeply into encounter tactics and have warlock PCs. [/QUOTE]
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