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General Tabletop Discussion
*Dungeons & Dragons
Emanation damage point and linked exploits:
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<blockquote data-quote="FrogReaver" data-source="post: 9502515" data-attributes="member: 6795602"><p>2 Clerics also have twice as many spell slots, so not really seeing the issue...</p><p></p><p>There is a cost. Moving the cleric to make the tactic really effective requires grappling the cleric. Grappling the cleric and moving any substantial distance requires paying a steep price . Requirements like high str, high movespeed, the grappler fear, taking the attack action, using one of your attacks to target the cleric, having to either take OA's, use a whip, or end your turn near an enemy to use your remaining attacks, not using a 2 handed weapon, bow or shield. Also, to allow the cleric to move on his turn or another ally to grapple move him you must end the grapple, thus always costing you at least 1 attack in addition to everything else.</p><p></p><p>Also, if you move the cleric, your next ally probably has to spend most of his movement to get to the clerics new position.</p><p></p><p>It's a terribly inefficient tactic. You may can argue it's better than what the other character might otherwise could have done, but it seems straightforward that it's not better than what just having a 2nd cleric could have done.</p><p></p><p>Pushing enemies into spirit guardians is an option, but depends too heavily on their position, your position and the clerics position to be reliable. There's still a cost but much lower, a single weapon mastery for push or a subclass ability that lets you do so. But this use case will never be too strong and mostly just adds some tactical depth to the game.</p><p></p><p></p><p>Well, I think you ultimately proved my point. Multiple clerics wins in the mount/vehicle department as well.</p><p></p><p>Or maybe the real point is that multiple cleric parties are now OP? Dunno.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 9502515, member: 6795602"] 2 Clerics also have twice as many spell slots, so not really seeing the issue... There is a cost. Moving the cleric to make the tactic really effective requires grappling the cleric. Grappling the cleric and moving any substantial distance requires paying a steep price . Requirements like high str, high movespeed, the grappler fear, taking the attack action, using one of your attacks to target the cleric, having to either take OA's, use a whip, or end your turn near an enemy to use your remaining attacks, not using a 2 handed weapon, bow or shield. Also, to allow the cleric to move on his turn or another ally to grapple move him you must end the grapple, thus always costing you at least 1 attack in addition to everything else. Also, if you move the cleric, your next ally probably has to spend most of his movement to get to the clerics new position. It's a terribly inefficient tactic. You may can argue it's better than what the other character might otherwise could have done, but it seems straightforward that it's not better than what just having a 2nd cleric could have done. Pushing enemies into spirit guardians is an option, but depends too heavily on their position, your position and the clerics position to be reliable. There's still a cost but much lower, a single weapon mastery for push or a subclass ability that lets you do so. But this use case will never be too strong and mostly just adds some tactical depth to the game. Well, I think you ultimately proved my point. Multiple clerics wins in the mount/vehicle department as well. Or maybe the real point is that multiple cleric parties are now OP? Dunno. [/QUOTE]
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