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Silvery Barbs, how would you fix it? Does it need fixing?
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<blockquote data-quote="Stalker0" data-source="post: 8498426" data-attributes="member: 5889"><p>So 21 pages in, pretty sure we have all of the arguments we are going to get, so here is my summary:</p><p></p><p><strong>Silvery Barbs is OP</strong></p><ul> <li data-xf-list-type="ul">Ability to augment saving throws is a very powerful ability (often a class/subclass feature, equivalent to heighten spell) and is now given as a 1st level spell, that can stack or work together with other saving throw augment effects. This opens up an entire new arena of spell power.</li> <li data-xf-list-type="ul">Spell is incredibly versatile even beyond saving throws, with the ability to negate crits, augment dispel checks, help an ally saving throw, etc.</li> <li data-xf-list-type="ul">Spell has a very strong scaling. Its good at low levels, and continues to get better and better at higher levels.</li> <li data-xf-list-type="ul">Ability is only consumed when needed, making it in some ways superior to other abilities that require you to spend them before you know the initial result.</li> </ul><p></p><p><strong>Silvery Barbs is Powerful but not OP</strong></p><ul> <li data-xf-list-type="ul">The need for a reaction is a major cost, having it directly compete with other "top tier spells" like shield and absorb energy.</li> <li data-xf-list-type="ul">Silvery Barbs is only really strong in cases where you miss with a saving throw against a creature within 60 feet, and the saving throw was a difficult one to make in the first place. These cases should be rare, which weakens how often the spell will actually be "game changing".</li> <li data-xf-list-type="ul">The spell burns through spell slots quickly, ultimately leading to a spellcaster with limited spell slots towards the end of a long adventuring day.</li> </ul><p></p><p>So....after all of this discussion, am I going to ban silvery barbs out of the gate?</p><p></p><p>I think my plan for the spell will be to put it on my "aggressive watch list". Aka if a player is interested in the spell, I tell them "honestly I have a great fear this spell is OP, and I will watch it very carefully. I reserve the right to remove it at any time, and if your not comfortable with that, I recommend avoiding the spell."</p><p></p><p>I did the same thing with counterspell, and ultimately did ban counterspell in my games (I hate that spell so very much). I also did that with the original healing spirit, and I wound up eventually houseruling the spell until the official change came out.</p><p></p><p>So my track record, is that any spell that goes on my watch list, generally gets some adjustment from me before all is said and done. Will silvery barbs get the same, we will see, but I think that is my plan for now.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8498426, member: 5889"] So 21 pages in, pretty sure we have all of the arguments we are going to get, so here is my summary: [B]Silvery Barbs is OP[/B] [LIST] [*]Ability to augment saving throws is a very powerful ability (often a class/subclass feature, equivalent to heighten spell) and is now given as a 1st level spell, that can stack or work together with other saving throw augment effects. This opens up an entire new arena of spell power. [*]Spell is incredibly versatile even beyond saving throws, with the ability to negate crits, augment dispel checks, help an ally saving throw, etc. [*]Spell has a very strong scaling. Its good at low levels, and continues to get better and better at higher levels. [*]Ability is only consumed when needed, making it in some ways superior to other abilities that require you to spend them before you know the initial result. [/LIST] [B]Silvery Barbs is Powerful but not OP[/B] [LIST] [*]The need for a reaction is a major cost, having it directly compete with other "top tier spells" like shield and absorb energy. [*]Silvery Barbs is only really strong in cases where you miss with a saving throw against a creature within 60 feet, and the saving throw was a difficult one to make in the first place. These cases should be rare, which weakens how often the spell will actually be "game changing". [*]The spell burns through spell slots quickly, ultimately leading to a spellcaster with limited spell slots towards the end of a long adventuring day. [/LIST] So....after all of this discussion, am I going to ban silvery barbs out of the gate? I think my plan for the spell will be to put it on my "aggressive watch list". Aka if a player is interested in the spell, I tell them "honestly I have a great fear this spell is OP, and I will watch it very carefully. I reserve the right to remove it at any time, and if your not comfortable with that, I recommend avoiding the spell." I did the same thing with counterspell, and ultimately did ban counterspell in my games (I hate that spell so very much). I also did that with the original healing spirit, and I wound up eventually houseruling the spell until the official change came out. So my track record, is that any spell that goes on my watch list, generally gets some adjustment from me before all is said and done. Will silvery barbs get the same, we will see, but I think that is my plan for now. [/QUOTE]
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