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New One D&D Playtest Shows Us The New Druid & Paladin
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<blockquote data-quote="shadowoflameth" data-source="post: 8947974" data-attributes="member: 62336"><p>My initial thoughts on the new play test Paladin. (haven't played yet). Where do I begin? It's BAD when it could very simply be made good. Stop it with changing how critical hits work. As written, the extra dice on a Divine Smite wouldn't double on a critical hit, but the dice on a smite spell would. Mr. Crawford says they don't want the Nova of using both on the same attack. Be consistent. You can solve the same problems by having the Smite spells follow the Greenflame Blade model where the somatic component of the Magic action would be making one melee attack. Make Divine Smite do extra damage and make it the Attack action. I'm not in love with ranged weapon smites. Make that a feat. Doing a Divine Smite shouldn't preclude casting a spell on the same turn. This was designed specifically to stop a 'Nova Attack'. This is less fun for the Paladin player, and doing a Divine Smite should not stop the player from casting a spell as a bonus action or reaction, and Using a Smite spell should cost you your bonus action if the aim is to make it easier to use in play. Smiting with unarmed strike I think is fine. Many players want it and there is little opportunity for abuse. Ranged smites I can see being abused especially smite spells by clerics.</p><p></p><p>The Steed, similarly to the Druid Wildshape is BAD. The template does not let the mount have the normal actions and powers of the creature. Just say you call a spirit in the form of a warhorse or whatever beast with the exceptions of whatever kind that use your ability instead. Stop it with the, Yes, it's my warhorse, but it can't attack with bludgeoning damage or trample, it does radiant damage and it can heal. Just put a CR cap on the creature based on the spell used. (also, cap the the CR at 5th spell level so that Clerics don't get better steeds than paladins do.</p><p></p><p>Leave Cleansing Touch alone. The change to only cleansing Poisoned isn't terrible, but it's a Nerf without a good reason. Perhaps a feat or feats to expand it's usefulness?</p><p></p><p>TLDR. Let Divine Smite crit, separate them from smite spells without requiring your bonus action. Let your steed be like the creature you choose, not just a template and let it have actions that fit the creature not just generic ones.</p></blockquote><p></p>
[QUOTE="shadowoflameth, post: 8947974, member: 62336"] My initial thoughts on the new play test Paladin. (haven't played yet). Where do I begin? It's BAD when it could very simply be made good. Stop it with changing how critical hits work. As written, the extra dice on a Divine Smite wouldn't double on a critical hit, but the dice on a smite spell would. Mr. Crawford says they don't want the Nova of using both on the same attack. Be consistent. You can solve the same problems by having the Smite spells follow the Greenflame Blade model where the somatic component of the Magic action would be making one melee attack. Make Divine Smite do extra damage and make it the Attack action. I'm not in love with ranged weapon smites. Make that a feat. Doing a Divine Smite shouldn't preclude casting a spell on the same turn. This was designed specifically to stop a 'Nova Attack'. This is less fun for the Paladin player, and doing a Divine Smite should not stop the player from casting a spell as a bonus action or reaction, and Using a Smite spell should cost you your bonus action if the aim is to make it easier to use in play. Smiting with unarmed strike I think is fine. Many players want it and there is little opportunity for abuse. Ranged smites I can see being abused especially smite spells by clerics. The Steed, similarly to the Druid Wildshape is BAD. The template does not let the mount have the normal actions and powers of the creature. Just say you call a spirit in the form of a warhorse or whatever beast with the exceptions of whatever kind that use your ability instead. Stop it with the, Yes, it's my warhorse, but it can't attack with bludgeoning damage or trample, it does radiant damage and it can heal. Just put a CR cap on the creature based on the spell used. (also, cap the the CR at 5th spell level so that Clerics don't get better steeds than paladins do. Leave Cleansing Touch alone. The change to only cleansing Poisoned isn't terrible, but it's a Nerf without a good reason. Perhaps a feat or feats to expand it's usefulness? TLDR. Let Divine Smite crit, separate them from smite spells without requiring your bonus action. Let your steed be like the creature you choose, not just a template and let it have actions that fit the creature not just generic ones. [/QUOTE]
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