Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
New Jeremy Crawford Interviews
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Chaosmancer" data-source="post: 9413822" data-attributes="member: 6801228"><p>Fast enemies that tend to run away? It isn't much of a high cost, really. You deal 2d6 instead of 2d8, it is two points of damage on average. For the chance to trigger advantage for all your melee allies.</p><p></p><p></p><p></p><p>You are welcome to that opinion, but I've already seen it in play. The damage is low, but fear is a great control condition. Having it on tap is very good, especially since it prevents enemies from getting past you.</p><p></p><p></p><p></p><p>I agree, you do need to hit first. Know what is great? You whiff the attack? You don't spend your bonus action on the spell. So since you are theoritically trying to hit this invisible enemy anyways, the fact that the spell can now be cast on a hit is a major boon compared to before when you had to cast and concentrate on it before swinging. </p><p></p><p>And if it moved from utter garbage I never prepared to mid? That's a MASSIVE boost.</p><p></p><p></p><p></p><p>No, I don't understand why a paladin in melee is a bad thing.</p><p></p><p></p><p></p><p>That's still a buff. Taking something from pointless trash to an actual option is a big buff.</p><p></p><p></p><p></p><p>Agreed. Just having it be a save would be perfectly fine, and likely what I will do with it if they don't change it.</p><p></p><p></p><p></p><p>Minimal fixes that increase useability are still buffs. I don't see how we can argue otherwise. You either buff, sidegrade, don't touch, or nerf. These are buffs, taking things from trash to actually viable options.</p><p></p><p></p><p></p><p>Yes, dead is the best condition. But when the enemy has 60 hp, and you are hitting for either 20 or 29... those conditions might make a bigger difference than that damage. Thunderous smite can knock an enemy prone, giving an ally advantage on their attacks, which if that turns a miss into a hit, is a lot more than 2 damage that you added to the fight. A lot of these paladin smites are great for setting up or protecting allies, which is exactly what a paladin should be doing. </p><p></p><p>And sure, we can't know the exact wording changes, and a simple shift in those could make them less good. But I'm confident that the changes they proposed got enough goodwill from the community, and they explicitly stated in an interview that they buffed these spells, that I think we are actually looking at a good situation here for paladin smiting.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9413822, member: 6801228"] Fast enemies that tend to run away? It isn't much of a high cost, really. You deal 2d6 instead of 2d8, it is two points of damage on average. For the chance to trigger advantage for all your melee allies. You are welcome to that opinion, but I've already seen it in play. The damage is low, but fear is a great control condition. Having it on tap is very good, especially since it prevents enemies from getting past you. I agree, you do need to hit first. Know what is great? You whiff the attack? You don't spend your bonus action on the spell. So since you are theoritically trying to hit this invisible enemy anyways, the fact that the spell can now be cast on a hit is a major boon compared to before when you had to cast and concentrate on it before swinging. And if it moved from utter garbage I never prepared to mid? That's a MASSIVE boost. No, I don't understand why a paladin in melee is a bad thing. That's still a buff. Taking something from pointless trash to an actual option is a big buff. Agreed. Just having it be a save would be perfectly fine, and likely what I will do with it if they don't change it. Minimal fixes that increase useability are still buffs. I don't see how we can argue otherwise. You either buff, sidegrade, don't touch, or nerf. These are buffs, taking things from trash to actually viable options. Yes, dead is the best condition. But when the enemy has 60 hp, and you are hitting for either 20 or 29... those conditions might make a bigger difference than that damage. Thunderous smite can knock an enemy prone, giving an ally advantage on their attacks, which if that turns a miss into a hit, is a lot more than 2 damage that you added to the fight. A lot of these paladin smites are great for setting up or protecting allies, which is exactly what a paladin should be doing. And sure, we can't know the exact wording changes, and a simple shift in those could make them less good. But I'm confident that the changes they proposed got enough goodwill from the community, and they explicitly stated in an interview that they buffed these spells, that I think we are actually looking at a good situation here for paladin smiting. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
New Jeremy Crawford Interviews
Top