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<blockquote data-quote="FormerlyHemlock" data-source="post: 7707317" data-attributes="member: 6787650"><p>You're ignoring 50% of what I wrote by focusing purely on petrificiation/disintegration--it's just as easy to get torn to shreds by a horde of monsters (remember, it only takes two melee hits to kill someone at zero HP) or grappled and pulled out of healing range of the healer or drained to zero HP by Shadows.</p><p></p><p>The aura is useful only when someone is below half HP, within 30' of the Guardian, the Guardian has already transformed, and the Guardian is not incapacitated. It's not <em>bad</em>, but I have yet to see someone point out a niche where it is <em>important</em>. All it does is make easy fights easier and slightly cheaper. Of all the deaths that I have seen since starting 5E, maybe 20% of them would have been prevented by having a 15th level Guardian around.</p><p></p><p></p><p></p><p>That ship has sailed already. You can already heal thousands of HP per long rest by PHB rules by 10th level. Plus all the extra HP that is available via Polymorph, wildshaping, and temp HP sources (warlocks, death monks, battleragers, etc.). HP are plentiful in 5E. The only reasons to be chary with HP are (1) roleplaying reasons, because injury is painful; (2) tactical reasons, because you're afraid you might run into something that will TPK or kill you if you're at low HP. </p><p></p><p>In case #1, the Guardian's aura is irrelevant.</p><p></p><p>In case #2, you don't want to be left at half HP by the Guardian anyway--you want to be restored to full HP+ ASAP. The Guardian's aura might or might not reduce the total resources required to get you back up to full health.</p><p></p><p></p><p></p><p>As I read it, the Guardian's ability works only for the rest of the party, not for the Guardian. It's kind of the inverse of the Champion's ability in that regard.</p><p></p><p>Still, good point. The Guardian shouldn't be able to steal the Champion's only cool toy. That doesn't make the Guardian Aura overpowered, but it does make it questionable design.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7707317, member: 6787650"] You're ignoring 50% of what I wrote by focusing purely on petrificiation/disintegration--it's just as easy to get torn to shreds by a horde of monsters (remember, it only takes two melee hits to kill someone at zero HP) or grappled and pulled out of healing range of the healer or drained to zero HP by Shadows. The aura is useful only when someone is below half HP, within 30' of the Guardian, the Guardian has already transformed, and the Guardian is not incapacitated. It's not [I]bad[/I], but I have yet to see someone point out a niche where it is [I]important[/I]. All it does is make easy fights easier and slightly cheaper. Of all the deaths that I have seen since starting 5E, maybe 20% of them would have been prevented by having a 15th level Guardian around. That ship has sailed already. You can already heal thousands of HP per long rest by PHB rules by 10th level. Plus all the extra HP that is available via Polymorph, wildshaping, and temp HP sources (warlocks, death monks, battleragers, etc.). HP are plentiful in 5E. The only reasons to be chary with HP are (1) roleplaying reasons, because injury is painful; (2) tactical reasons, because you're afraid you might run into something that will TPK or kill you if you're at low HP. In case #1, the Guardian's aura is irrelevant. In case #2, you don't want to be left at half HP by the Guardian anyway--you want to be restored to full HP+ ASAP. The Guardian's aura might or might not reduce the total resources required to get you back up to full health. As I read it, the Guardian's ability works only for the rest of the party, not for the Guardian. It's kind of the inverse of the Champion's ability in that regard. Still, good point. The Guardian shouldn't be able to steal the Champion's only cool toy. That doesn't make the Guardian Aura overpowered, but it does make it questionable design. [/QUOTE]
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