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Silvery Barbs, how would you fix it? Does it need fixing?
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<blockquote data-quote="NotAYakk" data-source="post: 8498009" data-attributes="member: 72555"><p>Using a resource before a save to induce disadvantage is <strong>strictly worse</strong> than having the option to spend a resource after a successful save to force a naked d20 be used to resolve the save.</p><p></p><p>There is no situation where a SB effect (ignoring the specific fuel, just the effect) is less good than disadvantage before, and many many cases where it is better.</p><p></p><p>Cases where it is better:</p><p>1. The first d20 failed. Now no fuel needs be spent. This is quite common, and means SB cost is <em>cheaper</em> per maginal success than a disadvantage abiluty with the same fuel would have. Sometimes by a large multiplier, sometimes a smaller one.</p><p></p><p>Anyone who can do basic stats should see this and understand it.</p><p></p><p>2. If the foe has advantage, SB effect has a further benefit. Imagine SB had to be used blind, and was just wasted if the foe already failed; then if the foe has advantage, SB becomes 2d20 take highest, then 1d20 take lowest with first 2d20. Forcing disadvantage is just 1d20 flat. SB is better here; both have a naked 1d20, but SB also lets the original with advantage save stand.</p><p></p><p>3. SB stacks with disadvantage. Disadvantage does not stack with itself.</p><p></p><p>It is really really simple. Whenever someone passes a saving throw, lets you convert a 1st level slot into repeating it. If the saving throw was worth the cost originally, by mid-high levels the 1st level slot becomes a no brainer.</p><p></p><p>It helps you take down LRs faster, at near monk speed on many foes. On creatures without LR it is rather gross. Its only significant disadvantage is you risk not having access to shield, absorb elements and counterspell.</p><p></p><p>It is a strong class feature, as a 1st level spell. And that is talking about one of its uses.</p><p></p><p>If you removed its ability to work on saves, it would still be a solid spell. That is how crazy good it is!</p><p></p><p>Some pluses:</p><p>1. It weakens LR. LR was so good that often a spellcaster should just give up and maximize damage or focus on buffing.</p><p></p><p>2. The class features it compares with where often so ridiculously good that spreading the wealth might make things more sane.</p><p></p><p>3. It actually is a better mechanic than counterspell; imagine if counterspell was designed like SB. It goes off when someone makes a save; if they failed, they can reroll, with a bonus equal to the counterspell slot level. If they pass, reduced damage on a successful save is ignored.</p><p></p><p>That is a bit less of a shutdown than baseline counterspell.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8498009, member: 72555"] Using a resource before a save to induce disadvantage is [b]strictly worse[/b] than having the option to spend a resource after a successful save to force a naked d20 be used to resolve the save. There is no situation where a SB effect (ignoring the specific fuel, just the effect) is less good than disadvantage before, and many many cases where it is better. Cases where it is better: 1. The first d20 failed. Now no fuel needs be spent. This is quite common, and means SB cost is [I]cheaper[/I] per maginal success than a disadvantage abiluty with the same fuel would have. Sometimes by a large multiplier, sometimes a smaller one. Anyone who can do basic stats should see this and understand it. 2. If the foe has advantage, SB effect has a further benefit. Imagine SB had to be used blind, and was just wasted if the foe already failed; then if the foe has advantage, SB becomes 2d20 take highest, then 1d20 take lowest with first 2d20. Forcing disadvantage is just 1d20 flat. SB is better here; both have a naked 1d20, but SB also lets the original with advantage save stand. 3. SB stacks with disadvantage. Disadvantage does not stack with itself. It is really really simple. Whenever someone passes a saving throw, lets you convert a 1st level slot into repeating it. If the saving throw was worth the cost originally, by mid-high levels the 1st level slot becomes a no brainer. It helps you take down LRs faster, at near monk speed on many foes. On creatures without LR it is rather gross. Its only significant disadvantage is you risk not having access to shield, absorb elements and counterspell. It is a strong class feature, as a 1st level spell. And that is talking about one of its uses. If you removed its ability to work on saves, it would still be a solid spell. That is how crazy good it is! Some pluses: 1. It weakens LR. LR was so good that often a spellcaster should just give up and maximize damage or focus on buffing. 2. The class features it compares with where often so ridiculously good that spreading the wealth might make things more sane. 3. It actually is a better mechanic than counterspell; imagine if counterspell was designed like SB. It goes off when someone makes a save; if they failed, they can reroll, with a bonus equal to the counterspell slot level. If they pass, reduced damage on a successful save is ignored. That is a bit less of a shutdown than baseline counterspell. [/QUOTE]
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