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*Dungeons & Dragons
Paladin Smite Damage Cap
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<blockquote data-quote="spinozajack" data-source="post: 6633265" data-attributes="member: 6794198"><p>Improved divine smite = yet another reason the paladin should be using a polearm (all extra attacks gain 1d8 damage). sure, you could get that by dual wielding, except they don't allow the two weapon fighting style for paladins (why?), and regardless, it would be dumb to give up +10 damage to 2 attacks to gain a third one. No, you should pick 3 attacks per round, each with 1d8 free smite damage and +10 from gwm. </p><p></p><p>Paladins are pretty great in this ed. I just wish the feats didn't force me to use a polearm. Picking a class built for both melee damage and tanking, then picking a ridiculously substandard weapon mechanically for this purpose (longsword or greatsword), is rather meh, both in character and out. Why throw away 1d4 + 1d8 + 5 + 10 + (1-3 magic weapon) + (2-5 sacred weapon) for nothing? It's about 22-25 damage for that extra attack alone. Even dropping from 7 to 5.5 is merely 3 points (2 attacks with a greatsword). So you're still ahead about 19-22 damage, before you even consider the reaction attack from OAs, or the fact that you can reach beyond the front lines or obstacles. Assuming both PCs pick +1 to AC instead of GWF because, let's face it, GWF is a poor choice compared to an extra point of AC.</p><p></p><p>Paladins are already smiting powerhouses.</p><p></p><p>Depending on the campaign style and the frequency of combat, a paladin can hoard his spell slots for the BBEG or the big brutes to take them out in one round. You could take them out even more readily and quickly if you took two levels of fighter for Action Surge. Nova potential in D&D is huge. DPR analysis needs to take into account the actual number of attacks you make in an adventuring day, on average, and that can vary wildly. So it does make sense to blow all your smites and call it a day once you've killed the BBEG. It's not like your base damage potential isn't already pretty good anyway, after you spent all your spell slots. I wouldn't worry about it. Nova damage in practice is a huge thing in D&D. DPR isn't really an accurate portrayal of most games I think.</p><p></p><p>I like the tactical aspect of picking when to use smites and on whom (or what)</p></blockquote><p></p>
[QUOTE="spinozajack, post: 6633265, member: 6794198"] Improved divine smite = yet another reason the paladin should be using a polearm (all extra attacks gain 1d8 damage). sure, you could get that by dual wielding, except they don't allow the two weapon fighting style for paladins (why?), and regardless, it would be dumb to give up +10 damage to 2 attacks to gain a third one. No, you should pick 3 attacks per round, each with 1d8 free smite damage and +10 from gwm. Paladins are pretty great in this ed. I just wish the feats didn't force me to use a polearm. Picking a class built for both melee damage and tanking, then picking a ridiculously substandard weapon mechanically for this purpose (longsword or greatsword), is rather meh, both in character and out. Why throw away 1d4 + 1d8 + 5 + 10 + (1-3 magic weapon) + (2-5 sacred weapon) for nothing? It's about 22-25 damage for that extra attack alone. Even dropping from 7 to 5.5 is merely 3 points (2 attacks with a greatsword). So you're still ahead about 19-22 damage, before you even consider the reaction attack from OAs, or the fact that you can reach beyond the front lines or obstacles. Assuming both PCs pick +1 to AC instead of GWF because, let's face it, GWF is a poor choice compared to an extra point of AC. Paladins are already smiting powerhouses. Depending on the campaign style and the frequency of combat, a paladin can hoard his spell slots for the BBEG or the big brutes to take them out in one round. You could take them out even more readily and quickly if you took two levels of fighter for Action Surge. Nova potential in D&D is huge. DPR analysis needs to take into account the actual number of attacks you make in an adventuring day, on average, and that can vary wildly. So it does make sense to blow all your smites and call it a day once you've killed the BBEG. It's not like your base damage potential isn't already pretty good anyway, after you spent all your spell slots. I wouldn't worry about it. Nova damage in practice is a huge thing in D&D. DPR isn't really an accurate portrayal of most games I think. I like the tactical aspect of picking when to use smites and on whom (or what) [/QUOTE]
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