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Playtest 6: Paladin ... Divine Smite is a Spell now
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<blockquote data-quote="Chaosmancer" data-source="post: 9063200" data-attributes="member: 6801228"><p>Right. Nothing to do with it now being a bonus action. Nothing to do with the spell slot cost. The only change you don't like is that now it can be countered, anti-magicked, or silenced. That's it. </p><p></p><p>Well... frankly... so what? Every single other smite is vulnerable to those, so it makes sense Divine Smite is too.</p><p></p><p></p><p></p><p>Interesting. Because the tool is "deal more damage in combat" or "deal more damage in combat plus a rider" and yet using one against an enemy that can counter magic is like "using a pitchfork to dig a well". So, again, this is just solely on counter-plays for Divine Smite. You don't want there to be any. You want Divine Smite to be impossible to stop. Pure powergaming. </p><p></p><p>I want balance. This is balanced.</p><p></p><p></p><p></p><p>Funny how you dismiss RAI. </p><p></p><p>There are many things not written down. That doesn't mean they don't exist.</p><p></p><p></p><p></p><p>It is only without knowledge if the knowledge doesn't exist. Instead of declaring all of that bad play and assuming poor DMing... why not assume the knowledge exists?</p><p></p><p></p><p></p><p>How is having a smite counter-spelled but still being able to use your action to finish an attack and deal damage, not to a lesser extent than having your entire action negated and achieving no effect?</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9063200, member: 6801228"] Right. Nothing to do with it now being a bonus action. Nothing to do with the spell slot cost. The only change you don't like is that now it can be countered, anti-magicked, or silenced. That's it. Well... frankly... so what? Every single other smite is vulnerable to those, so it makes sense Divine Smite is too. Interesting. Because the tool is "deal more damage in combat" or "deal more damage in combat plus a rider" and yet using one against an enemy that can counter magic is like "using a pitchfork to dig a well". So, again, this is just solely on counter-plays for Divine Smite. You don't want there to be any. You want Divine Smite to be impossible to stop. Pure powergaming. I want balance. This is balanced. Funny how you dismiss RAI. There are many things not written down. That doesn't mean they don't exist. It is only without knowledge if the knowledge doesn't exist. Instead of declaring all of that bad play and assuming poor DMing... why not assume the knowledge exists? How is having a smite counter-spelled but still being able to use your action to finish an attack and deal damage, not to a lesser extent than having your entire action negated and achieving no effect? [/QUOTE]
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Playtest 6: Paladin ... Divine Smite is a Spell now
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