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Preserve Life (Life Domain Cleric Feature): do you like it?
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<blockquote data-quote="Treantmonklvl20" data-source="post: 7491965" data-attributes="member: 55582"><p>30' radius is a massive AOE for a damage effect. More importantly though, it's a massive AOE that does not have friendly fire. Though, this ability REALLY shines at lower levels. At 2nd level, it's the best blast in the game by a pretty large margin.</p><p></p><p></p><p>It isn't +3 to a skill. It's +3 to <strong><em>any</em></strong> single skill or tool. The distinction is important. </p><p></p><p>I should point out that "situational" generally implies that the situation where a spell or ability to be useful is not particularly likely to come up.</p><p></p><p>A situation where your character doesn't have proficiency in a skill or tool that would be useful to have comes up<strong><em> all the time</em></strong>. The weakness of this ability isn't that it's situational, it's the opposite, that the situations where you could use it come up WAY more often than once per rest.</p><p></p><p></p><p>For the record, that's a damage increase of 78%. Average fireball damage is 28. Also, we are talking about Thunder damage, which is a rare resistance. Also, it stacks with Thunderbolt Strike. It's true that some people overestimate this ability, but it is undeniably solid. Again, it's an ability that really impresses at lower level. When you can do 20 points of damage with a reaction at 2nd level, or 16 damage with a Thunderwave, those are devestating hits for the level.</p><p></p><p></p><p>Again, you and I clearly see "situational" in very different ways. Again, when I use the word "situational" to describe a spell or ability, I'm suggesting the situation where it could be used is not likely to occur.</p><p></p><p>Being able to cast Revivify at 120 feet range is lovely, but situational. Advantage on attack rolls however, is not situational.</p><p></p><p></p><p></p><p>It would be terrific if it did that and we could ignore the important things omitted from this statement. However, if we don't ignore those emissions, what it means is that if your ally has a 60hp max, and is down to 29hp (pretty badly wounded), you provide them 1 hp of healing. Another ally, with a max HP of 50 is down to 28, and you can't heal them at all. The poor sorcerer, with only 32 hp max, is down to 0 hp, you heal him 16 hp (the maximum you could ever heal them with this ability). Only an ally with a very high HP max, that is down to a very low amount of HP is going to receive 30 HP of healing. </p><p></p><p>Let's just put this in perspective. This is a maximum effect of 5HP/level but cannot heal anyone past 1/2 their maximum. That means that any character who does not average at least 10hp per level cannot possibly receive the maximum, even if they are at 0hp! </p><p></p><p>Really, the only time this ability is appropriate, it if you have several allies all down to VERY low HP. OK, so THIS. THIS is where the word <em>situational</em> applies.</p><p></p><p></p><p></p><p>You are saying that redundancy is a point<em> in favor</em> of Preserve life. I would claim the opposite.</p></blockquote><p></p>
[QUOTE="Treantmonklvl20, post: 7491965, member: 55582"] 30' radius is a massive AOE for a damage effect. More importantly though, it's a massive AOE that does not have friendly fire. Though, this ability REALLY shines at lower levels. At 2nd level, it's the best blast in the game by a pretty large margin. It isn't +3 to a skill. It's +3 to [B][I]any[/I][/B] single skill or tool. The distinction is important. I should point out that "situational" generally implies that the situation where a spell or ability to be useful is not particularly likely to come up. A situation where your character doesn't have proficiency in a skill or tool that would be useful to have comes up[B][I] all the time[/I][/B]. The weakness of this ability isn't that it's situational, it's the opposite, that the situations where you could use it come up WAY more often than once per rest. For the record, that's a damage increase of 78%. Average fireball damage is 28. Also, we are talking about Thunder damage, which is a rare resistance. Also, it stacks with Thunderbolt Strike. It's true that some people overestimate this ability, but it is undeniably solid. Again, it's an ability that really impresses at lower level. When you can do 20 points of damage with a reaction at 2nd level, or 16 damage with a Thunderwave, those are devestating hits for the level. Again, you and I clearly see "situational" in very different ways. Again, when I use the word "situational" to describe a spell or ability, I'm suggesting the situation where it could be used is not likely to occur. Being able to cast Revivify at 120 feet range is lovely, but situational. Advantage on attack rolls however, is not situational. It would be terrific if it did that and we could ignore the important things omitted from this statement. However, if we don't ignore those emissions, what it means is that if your ally has a 60hp max, and is down to 29hp (pretty badly wounded), you provide them 1 hp of healing. Another ally, with a max HP of 50 is down to 28, and you can't heal them at all. The poor sorcerer, with only 32 hp max, is down to 0 hp, you heal him 16 hp (the maximum you could ever heal them with this ability). Only an ally with a very high HP max, that is down to a very low amount of HP is going to receive 30 HP of healing. Let's just put this in perspective. This is a maximum effect of 5HP/level but cannot heal anyone past 1/2 their maximum. That means that any character who does not average at least 10hp per level cannot possibly receive the maximum, even if they are at 0hp! Really, the only time this ability is appropriate, it if you have several allies all down to VERY low HP. OK, so THIS. THIS is where the word [I]situational[/I] applies. You are saying that redundancy is a point[I] in favor[/I] of Preserve life. I would claim the opposite. [/QUOTE]
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