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<blockquote data-quote="DaviMMS" data-source="post: 7707402" data-attributes="member: 6871301"><p>Agree with all that. Not what many groups do, but what all groups should. Many or even most DMs just make everyone battle till one side loses. Battle till death should be rare. Most enemies should try to escape or surrender if things look bad or they achieved their objective.</p><p></p><p></p><p>It actually does make the ability more powerful. If an obvious strategy to counter it does not works well, it leads to the enemies wasting actions, something that is always good.</p><p></p><p></p><p></p><p></p><p>I would probably laugh if the DM tried to bunny his way out of the difficult terrain area. Especially while grappling someone. And it actually does not work all that well. A long jump needs a 10 feet start and can go up to the Strengh score away. So long jumping out of the difficult terrain area leads to using 20 or 40 feet of movement (Depending it grappling makes him waste extra movement or not). That’s already enough to make it hard for most normal enemies to flee from your area without using dash (What is good as they are wasting an action that could be used for damage or worst). Standing jumps can go up to half your Strength Modifier distance, so up to 15 feet, and for most enemies that much lower.</p><p></p><p>If you’re using a grid, most enemies will only jump up to 10 feet away. I would rule that the square you’re getting out of would still be considered difficult terrain, so 10 or 20 feet to just get out of his spot. And most enemies will only ignore 1 square of difficult terrain with bunny strategy. Also, if they still are on difficult terrain area by the end of the jump, they must make a DC 10 Acrobatics Check to not fall prone. As most enemies do not have high scores in both strength and dexterity, and they will probably need a high strength to grapple as it is quite likely that they won’t have Athletics proficiency, there is a pretty good chance they will fail this check. They will still pass most times, but most of them will fail between 30-50% of the time.</p><p></p><p>So, jumping through difficult terrain is a good strategy if you’re out of it. If you´re already inside, it will still hinder your movement a lot, especially if you’re trying to grapple someone.</p><p></p><p></p><p></p><p>You will need a lot of rounds or some kind of special movement and/or obstacle to grapple a single player far enough for the party to not be able to help. Otherwise it will just lead to a chase. Some players may fall behind, but others would even be able to attack the enemy while he tries to escape (For example, rogues, revised rangers and monks, who can dash as a bonus action, or anyone with a mobility buff).</p><p></p><p>Not saying that some kind of obstacle would be hard to come by. Even just a couple of mooks could do the trick.</p><p></p><p></p><p></p><p>By pre-requisite I was trying to say some kind of action can’t reliably do every round. But I was unclear.</p><p></p><p></p><p></p><p>I remembered Aura of Vitality differently. In my mind, it lasted 10 minutes, so I will remake my statement. A normal use of Aura of Vitality will only heal an average of 70 Hit Points, not enough to result in overhealing in many cases. That’s about the same of an up-cast Prayer of Healing on a party of 4 (3d8+4 from Wisdom leads to 17,5 per person x 4 = 70). Aura of Vitality is still better because it is faster and can be focused where it is needed. But Prayer of Healing can be upcasted effectively.</p><p></p><p>And if you are using 8 slots (On a spell that does not have upcasting. That’s all your highest-level spell slots.) and 8 sorcery points (What would lead to using at least one more slot because you only have 6 points by default) for healing, you’re clearly being more than a occasional healer. That’s a lot of resources. But I see you’re only showing a maximum healing capability, not a real example. Also, you are considering that the sorcerer used one of their 2 metamagic choices on one of the worst options just to double the amount of healing.</p><p></p><p></p><p></p><p>While that is RAW, it is clearly not RAI. Many DMs would not allow it clearly appears as a try to game the system. And even if he does allow, chickens are living beings. They won’t just wait in a box till you need to kill them. Where the player is carrying them? How is he keeping them alive? These and many other questions could come up if a player try to do something like that. And how many chickens can he actually carry around?</p><p></p><p></p><p></p><p>IMO, an ability is not overpowered because it will make the game too easy. It is overpowered if it is much more powerful than other similar abilities. There is only one similar ability (Champion Survivor), and Guardian Aura outclasses it by far.</p></blockquote><p></p>
[QUOTE="DaviMMS, post: 7707402, member: 6871301"] Agree with all that. Not what many groups do, but what all groups should. Many or even most DMs just make everyone battle till one side loses. Battle till death should be rare. Most enemies should try to escape or surrender if things look bad or they achieved their objective. It actually does make the ability more powerful. If an obvious strategy to counter it does not works well, it leads to the enemies wasting actions, something that is always good. I would probably laugh if the DM tried to bunny his way out of the difficult terrain area. Especially while grappling someone. And it actually does not work all that well. A long jump needs a 10 feet start and can go up to the Strengh score away. So long jumping out of the difficult terrain area leads to using 20 or 40 feet of movement (Depending it grappling makes him waste extra movement or not). That’s already enough to make it hard for most normal enemies to flee from your area without using dash (What is good as they are wasting an action that could be used for damage or worst). Standing jumps can go up to half your Strength Modifier distance, so up to 15 feet, and for most enemies that much lower. If you’re using a grid, most enemies will only jump up to 10 feet away. I would rule that the square you’re getting out of would still be considered difficult terrain, so 10 or 20 feet to just get out of his spot. And most enemies will only ignore 1 square of difficult terrain with bunny strategy. Also, if they still are on difficult terrain area by the end of the jump, they must make a DC 10 Acrobatics Check to not fall prone. As most enemies do not have high scores in both strength and dexterity, and they will probably need a high strength to grapple as it is quite likely that they won’t have Athletics proficiency, there is a pretty good chance they will fail this check. They will still pass most times, but most of them will fail between 30-50% of the time. So, jumping through difficult terrain is a good strategy if you’re out of it. If you´re already inside, it will still hinder your movement a lot, especially if you’re trying to grapple someone. You will need a lot of rounds or some kind of special movement and/or obstacle to grapple a single player far enough for the party to not be able to help. Otherwise it will just lead to a chase. Some players may fall behind, but others would even be able to attack the enemy while he tries to escape (For example, rogues, revised rangers and monks, who can dash as a bonus action, or anyone with a mobility buff). Not saying that some kind of obstacle would be hard to come by. Even just a couple of mooks could do the trick. By pre-requisite I was trying to say some kind of action can’t reliably do every round. But I was unclear. I remembered Aura of Vitality differently. In my mind, it lasted 10 minutes, so I will remake my statement. A normal use of Aura of Vitality will only heal an average of 70 Hit Points, not enough to result in overhealing in many cases. That’s about the same of an up-cast Prayer of Healing on a party of 4 (3d8+4 from Wisdom leads to 17,5 per person x 4 = 70). Aura of Vitality is still better because it is faster and can be focused where it is needed. But Prayer of Healing can be upcasted effectively. And if you are using 8 slots (On a spell that does not have upcasting. That’s all your highest-level spell slots.) and 8 sorcery points (What would lead to using at least one more slot because you only have 6 points by default) for healing, you’re clearly being more than a occasional healer. That’s a lot of resources. But I see you’re only showing a maximum healing capability, not a real example. Also, you are considering that the sorcerer used one of their 2 metamagic choices on one of the worst options just to double the amount of healing. While that is RAW, it is clearly not RAI. Many DMs would not allow it clearly appears as a try to game the system. And even if he does allow, chickens are living beings. They won’t just wait in a box till you need to kill them. Where the player is carrying them? How is he keeping them alive? These and many other questions could come up if a player try to do something like that. And how many chickens can he actually carry around? IMO, an ability is not overpowered because it will make the game too easy. It is overpowered if it is much more powerful than other similar abilities. There is only one similar ability (Champion Survivor), and Guardian Aura outclasses it by far. [/QUOTE]
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