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<blockquote data-quote="Chaosmancer" data-source="post: 9418008" data-attributes="member: 6801228"><p>So, you are taking something that does currently work [multiple classes with spellcasting features] and making it not work. While likely also taking the paladin "not a spell" abilities and making them not function with the spelll slots, which they currently do. </p><p></p><p>AGain, you can do that, but is it any surprise that WoTC chose NOT to do that, and make things more complex for the sake of just being different?</p><p></p><p></p><p></p><p>Cool... how many more points does it need to be to justify being a bonus action compared to a free action? Let's say Divine Smite costs 2 points, no action, for 2d8 damage. That's 1d8 per point. Glimmering smite does 2d6, and costs your bonus action, and takes your concentration, and grants advantage to every future hit with no save. The baseline system would have that cost 3 points, but is that going to be worth it for someone? </p><p></p><p>And of course, what happens when, by using this point system, a paladin at level 2 has say 6 points? In a spell slot system, they don't have access to Glimmering Smite yet, but they have enough points to cast it twice now. And what about upcasting? If the Divine Smite can be upcast freely, then even though in a slot system it can't currently be upcast, they could potentially take a critical hit, and deal +10d8 damage on a single blow at level 2. </p><p></p><p>All of these things CAN be addressed, the design CAN work. But is it worth the effort? Is it worth the page space to have 10 or 11 pages solely for the paladins unique system and unique abilities that are not spells, and therefore can't be moved to the spell section?</p><p></p><p></p><p></p><p>Core ideas are easy. Details are hard. Details are where systems break. </p><p></p><p>Again, is it supposed to be shocking to us that the designers decided to stick with the current design and make a few small tune-ups, as compared to ripping everything out and rebalancing an entirely new system that breaks a lot of the current ways the paladin functions, solely for the point of being different?</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9418008, member: 6801228"] So, you are taking something that does currently work [multiple classes with spellcasting features] and making it not work. While likely also taking the paladin "not a spell" abilities and making them not function with the spelll slots, which they currently do. AGain, you can do that, but is it any surprise that WoTC chose NOT to do that, and make things more complex for the sake of just being different? Cool... how many more points does it need to be to justify being a bonus action compared to a free action? Let's say Divine Smite costs 2 points, no action, for 2d8 damage. That's 1d8 per point. Glimmering smite does 2d6, and costs your bonus action, and takes your concentration, and grants advantage to every future hit with no save. The baseline system would have that cost 3 points, but is that going to be worth it for someone? And of course, what happens when, by using this point system, a paladin at level 2 has say 6 points? In a spell slot system, they don't have access to Glimmering Smite yet, but they have enough points to cast it twice now. And what about upcasting? If the Divine Smite can be upcast freely, then even though in a slot system it can't currently be upcast, they could potentially take a critical hit, and deal +10d8 damage on a single blow at level 2. All of these things CAN be addressed, the design CAN work. But is it worth the effort? Is it worth the page space to have 10 or 11 pages solely for the paladins unique system and unique abilities that are not spells, and therefore can't be moved to the spell section? Core ideas are easy. Details are hard. Details are where systems break. Again, is it supposed to be shocking to us that the designers decided to stick with the current design and make a few small tune-ups, as compared to ripping everything out and rebalancing an entirely new system that breaks a lot of the current ways the paladin functions, solely for the point of being different? [/QUOTE]
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