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Fantasy Grounds Previews of Tasha's Cauldron
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<blockquote data-quote="Dausuul" data-source="post: 8115802" data-attributes="member: 58197"><p>My take on those spells:</p><p></p><p><em>True strike</em> is still a bad choice. You're sacrificing one attack in exchange for advantage on another attack, which is a strict downgrade in most cases. Even if you tweak the wording to allow TS to take effect on the same turn, that fundamental weakness still applies: "2 attack rolls, maximum of 1 hit" is strictly worse than "2 attack rolls, maximum of 2 hits."</p><p></p><p>The use cases for <em>true strike</em> remain as they were:</p><ul> <li data-xf-list-type="ul">You can't attack effectively this turn, but you anticipate being able to do so next turn, so you cast <em>true strike</em> this turn to boost your next turn's damage output.</li> <li data-xf-list-type="ul">You have a powerful attack with limited uses, which is expended on a miss. You cast <em>true strike</em> to maximize your odds of landing the attack.</li> <li data-xf-list-type="ul">You get special benefits for attacking with advantage (e.g., Sneak Attack) and have no other way to access those benefits (e.g., no allies within 5 feet of the target). You cast <em>true strike</em> to get advantage.</li> </ul><p>The bladesinger change reduces the opportunity cost of <em>true strike</em> from "1 action" to "1 attack," so the change makes <em>true strike</em> more attractive in scenarios 2 and 3. But it doesn't cause those scenarios to be any more common, and it doesn't open up new scenarios where TS is worthwhile.</p><p></p><p><em>Blade ward</em> is a little better. Using it reduces your damage output by more than 50% (since you sacrifice, not only your second attack, but the opportunity to cast <em>booming blade</em> or <em>green-flame blade </em>with your "cantrip attack"), in exchange for, at best, a 50% reduction in incoming damage. So, as a rule, you are better off with an offensive cantrip. But <em>blade ward</em> would be useful in a pinch if your regular front-line defenders are out of the action; you could cast BW every turn and step in to tank for the party.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 8115802, member: 58197"] My take on those spells: [I]True strike[/I] is still a bad choice. You're sacrificing one attack in exchange for advantage on another attack, which is a strict downgrade in most cases. Even if you tweak the wording to allow TS to take effect on the same turn, that fundamental weakness still applies: "2 attack rolls, maximum of 1 hit" is strictly worse than "2 attack rolls, maximum of 2 hits." The use cases for [I]true strike[/I] remain as they were: [LIST] [*]You can't attack effectively this turn, but you anticipate being able to do so next turn, so you cast [I]true strike[/I] this turn to boost your next turn's damage output. [*]You have a powerful attack with limited uses, which is expended on a miss. You cast [I]true strike[/I] to maximize your odds of landing the attack. [*]You get special benefits for attacking with advantage (e.g., Sneak Attack) and have no other way to access those benefits (e.g., no allies within 5 feet of the target). You cast [I]true strike[/I] to get advantage. [/LIST] The bladesinger change reduces the opportunity cost of [I]true strike[/I] from "1 action" to "1 attack," so the change makes [I]true strike[/I] more attractive in scenarios 2 and 3. But it doesn't cause those scenarios to be any more common, and it doesn't open up new scenarios where TS is worthwhile. [I]Blade ward[/I] is a little better. Using it reduces your damage output by more than 50% (since you sacrifice, not only your second attack, but the opportunity to cast [I]booming blade[/I] or [I]green-flame blade [/I]with your "cantrip attack"), in exchange for, at best, a 50% reduction in incoming damage. So, as a rule, you are better off with an offensive cantrip. But [I]blade ward[/I] would be useful in a pinch if your regular front-line defenders are out of the action; you could cast BW every turn and step in to tank for the party. [/QUOTE]
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