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<blockquote data-quote="Chaosmancer" data-source="post: 9413680" data-attributes="member: 6801228"><p>This is my mistake, I edited my original post but you might have missed it. This is no longer true. The creature takes the damage at the start of their turn, then makes the save. So they only need to fail a single save to do more damage than Divine Smite, and averages 7 damage, not 3.5</p><p></p><p></p><p></p><p>Yeah, a 3rd level searing smite does 6d6 before the save, meaning it is 21 damage at least. I think this is a clear case of how a minor change [the damage being before the save] makes a MASSIVE difference in the spell.</p><p></p><p></p><p></p><p>Knocking an enemy back and prone is good not just when the enemy is near a cliff.</p><p></p><p></p><p></p><p>Oh no, a paladin in melee, whatever will they do. Interesting you mention Cause Fear, because this is an concentrationless cause fear that also works on undead and contructs and deals necrotic damage (despite the public perception, a lot of undead are not actually resistant to necrotic damage). And even if you never upcast it, the ability to do so is now there, and well... you need 1st level smites don't you? Do you think giving disadvantage to everything an enemy attempts, without concentration isn't valuable? This is really a superior version of another 1st level spell.</p><p></p><p></p><p></p><p>Basically Faerie Fire except... no save. You can't dex save against it, you can't legendary resistance it. You get hit with it? Everyone gets advantage to hit you. Yeah, it takes concentration, but as I pointed out, against an invisible opponent? This is a game changing move.</p><p></p><p></p><p></p><p>No, it isn't making it seem like they did more than they did. It is showing what they did. You consider using your bonus action to cast Divine Smite a massive nerf, but for every single one of these smite spells, not only did you have to use your bonus action, you had to use it before attacking, and you had to use your concentration to activate it. That killed many of these spells. That is a tremendous buff to all of these, to not have to cast it ahead of time, but cast on a hit.</p><p></p><p></p><p></p><p>And the original banishment didn't require extra saves, while Banishing smite still required the 50 hp limit. They just included the nerf they were giving banishment into the Banishing Smite. I don't like it either, but it is consistent. And perhaps they reversed it by the time we get the book, because I remember a lot of people not being happy with that.</p><p></p><p></p><p></p><p>I think that changes which "rescue spells" are pretty massive changes. I think you are also too focused on the small bits of damage and underestimating how much battlefield control is hidden in these abilities.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9413680, member: 6801228"] This is my mistake, I edited my original post but you might have missed it. This is no longer true. The creature takes the damage at the start of their turn, then makes the save. So they only need to fail a single save to do more damage than Divine Smite, and averages 7 damage, not 3.5 Yeah, a 3rd level searing smite does 6d6 before the save, meaning it is 21 damage at least. I think this is a clear case of how a minor change [the damage being before the save] makes a MASSIVE difference in the spell. Knocking an enemy back and prone is good not just when the enemy is near a cliff. Oh no, a paladin in melee, whatever will they do. Interesting you mention Cause Fear, because this is an concentrationless cause fear that also works on undead and contructs and deals necrotic damage (despite the public perception, a lot of undead are not actually resistant to necrotic damage). And even if you never upcast it, the ability to do so is now there, and well... you need 1st level smites don't you? Do you think giving disadvantage to everything an enemy attempts, without concentration isn't valuable? This is really a superior version of another 1st level spell. Basically Faerie Fire except... no save. You can't dex save against it, you can't legendary resistance it. You get hit with it? Everyone gets advantage to hit you. Yeah, it takes concentration, but as I pointed out, against an invisible opponent? This is a game changing move. No, it isn't making it seem like they did more than they did. It is showing what they did. You consider using your bonus action to cast Divine Smite a massive nerf, but for every single one of these smite spells, not only did you have to use your bonus action, you had to use it before attacking, and you had to use your concentration to activate it. That killed many of these spells. That is a tremendous buff to all of these, to not have to cast it ahead of time, but cast on a hit. And the original banishment didn't require extra saves, while Banishing smite still required the 50 hp limit. They just included the nerf they were giving banishment into the Banishing Smite. I don't like it either, but it is consistent. And perhaps they reversed it by the time we get the book, because I remember a lot of people not being happy with that. I think that changes which "rescue spells" are pretty massive changes. I think you are also too focused on the small bits of damage and underestimating how much battlefield control is hidden in these abilities. [/QUOTE]
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