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How to balance the shield spell?
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<blockquote data-quote="Justice and Rule" data-source="post: 9027210" data-attributes="member: 6778210"><p>I mean, that's entirely debatable given how many people have described their games, and balancing around bunches of encounters just doesn't work; look at the failures of the current CR.</p><p></p><p>Further, using 4 Shields in a row is generally not necessary, but rather dependent on the damage you'll take. The bigger point is that you can, if necessary, become largely immune to attacks against AC, which are easily the most common type of attack in the game.</p><p></p><p></p><p></p><p><a href="https://www.dndbeyond.com/spells/shield" target="_blank">Uh, <em>Shield</em> absolutely works against ranged strikes, too</a>. You realize that, right? It doesn't work against blasts, but it just straight up raises your AC by 5 with no other specifications. So it'll stop plenty of spells in that fashion, too. Eldritch blast? Firebolt? Shocking Grasp? Melf's Acid Arrow? Those all get stopped.</p><p></p><p>Will it stop Fireball? No, but so what? That doesn't detract from the incredible utility of a power that will boost your AC by +5 for an entire turn. Just because it doesn't cover all bases doesn't make it any less powerful, it just means it not completely broken. You can try to ignore that all you want, but it covers the most <em>common</em> kinds of attacks, including from Yuan-Ti. There are plenty of monsters that don't have non-AC based attacks, and they make up the bulk of the MM. That there are ways of getting around it doesn't mean that the original isn't badly built in the first place.</p><p></p><p></p><p></p><p>If you are relying on the ridiculous guidelines set by Wizards, then I hate to tell you but you're just not getting what it looks like in the wild. Trying to artificially cram in encounters to a day so that spell usage is balanced is inane and has basically lead to CR being broken and casters having too much power. I've had a few games where people have had 4 encounters in a day, but I've had many more where they had only one because trying to balance things around a number of encounters rather than how the game is actually playing out is foolish. And that's one of the big problems Wizards has in balancing: trying to rely on having multiple encounters every day, even just two encounters, is difficult because just tossing in encounters for balance is not good gamemastering. And trying to use that as a defense misses why stuff like CR is so damn broken as is.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9027210, member: 6778210"] I mean, that's entirely debatable given how many people have described their games, and balancing around bunches of encounters just doesn't work; look at the failures of the current CR. Further, using 4 Shields in a row is generally not necessary, but rather dependent on the damage you'll take. The bigger point is that you can, if necessary, become largely immune to attacks against AC, which are easily the most common type of attack in the game. [URL='https://www.dndbeyond.com/spells/shield']Uh, [I]Shield[/I] absolutely works against ranged strikes, too[/URL]. You realize that, right? It doesn't work against blasts, but it just straight up raises your AC by 5 with no other specifications. So it'll stop plenty of spells in that fashion, too. Eldritch blast? Firebolt? Shocking Grasp? Melf's Acid Arrow? Those all get stopped. Will it stop Fireball? No, but so what? That doesn't detract from the incredible utility of a power that will boost your AC by +5 for an entire turn. Just because it doesn't cover all bases doesn't make it any less powerful, it just means it not completely broken. You can try to ignore that all you want, but it covers the most [I]common[/I] kinds of attacks, including from Yuan-Ti. There are plenty of monsters that don't have non-AC based attacks, and they make up the bulk of the MM. That there are ways of getting around it doesn't mean that the original isn't badly built in the first place. If you are relying on the ridiculous guidelines set by Wizards, then I hate to tell you but you're just not getting what it looks like in the wild. Trying to artificially cram in encounters to a day so that spell usage is balanced is inane and has basically lead to CR being broken and casters having too much power. I've had a few games where people have had 4 encounters in a day, but I've had many more where they had only one because trying to balance things around a number of encounters rather than how the game is actually playing out is foolish. And that's one of the big problems Wizards has in balancing: trying to rely on having multiple encounters every day, even just two encounters, is difficult because just tossing in encounters for balance is not good gamemastering. And trying to use that as a defense misses why stuff like CR is so damn broken as is. [/QUOTE]
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