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How useful is the Dodge action?
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<blockquote data-quote="Dessert Nomad" data-source="post: 7522208" data-attributes="member: 6976536"><p>I've seen dodge quite a bit in Adventurer's League play. In Tier 1 (level 1-4) modules you often have several L1s running with L3s and L4. If an level 1 character isn't tanky, their best play is often to sit back and plink with a cantrip or ranged weapon, and if an enemy comes up to them start dodging so that enemy is mostly wasting its time. The higher level characters will generally be dishing out much more damage and the if the level 1 goes down, someone is going to have to burn actions or spells to stop them from dying. The 'standard' thinking is that everyone is about the same level, but that's not true in my experience with T1 AL.</p><p></p><p>Clerics especially love dodge - in a Cleric with spiritual weapon has decent damage output using only bonus actions, so wading in and dodging is not always a bad idea. Once they hit level 5, spirit guardians combined with dodge is downright abusive to the system, and can still add spiritual weapon as icing on the cake. I'm pretty sure that dealing 3d8 damage (save for half) to everything within 15 feet plus a d8+4 on an attack roll to a target every single round while sporting AC 19 (21 with sanctuary) and disadvantage on enemy rolls is not exactly wasting actions. Going for the extra D12 with save or D6+2 attack roll or whatever but risking more concentration saves by attacking/casting instead of dodging doesn't seem like a good tradeoff.</p></blockquote><p></p>
[QUOTE="Dessert Nomad, post: 7522208, member: 6976536"] I've seen dodge quite a bit in Adventurer's League play. In Tier 1 (level 1-4) modules you often have several L1s running with L3s and L4. If an level 1 character isn't tanky, their best play is often to sit back and plink with a cantrip or ranged weapon, and if an enemy comes up to them start dodging so that enemy is mostly wasting its time. The higher level characters will generally be dishing out much more damage and the if the level 1 goes down, someone is going to have to burn actions or spells to stop them from dying. The 'standard' thinking is that everyone is about the same level, but that's not true in my experience with T1 AL. Clerics especially love dodge - in a Cleric with spiritual weapon has decent damage output using only bonus actions, so wading in and dodging is not always a bad idea. Once they hit level 5, spirit guardians combined with dodge is downright abusive to the system, and can still add spiritual weapon as icing on the cake. I'm pretty sure that dealing 3d8 damage (save for half) to everything within 15 feet plus a d8+4 on an attack roll to a target every single round while sporting AC 19 (21 with sanctuary) and disadvantage on enemy rolls is not exactly wasting actions. Going for the extra D12 with save or D6+2 attack roll or whatever but risking more concentration saves by attacking/casting instead of dodging doesn't seem like a good tradeoff. [/QUOTE]
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How useful is the Dodge action?
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