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General Tabletop Discussion
*Dungeons & Dragons
Smite Nerf: Paladin Buff?
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<blockquote data-quote="Blue" data-source="post: 7121158" data-attributes="member: 20564"><p>Faulty assumptions.</p><p></p><p>1. You assume my bonus action is free. I had great fun with a polearm master paladin. A GWM paladin can also have bonus action taken on any crit or kill.</p><p></p><p>2. Your opportunity cost involves spreading over multiple round. But the opportunity cost of THAT is not killing it faster. If round when when closing you cast a smite, then round 2 did multiple attacks, landing that smite and also Divine Smiting, the foe would often not get another action, especially with a ranged character helping. Denying a foe an entire action because it's dead is a greater debuff then the rider on either of those two first level smites.</p><p></p><p></p><p></p><p>At your table with house rules the balance can absolutely be different. I'm talking from the perspective of the rules in the book.</p><p></p><p></p><p></p><p>Fair point. I'll meet you halfway - it needs to kill them without any other PCs who would be able to do so before their next action. If a PC in melee halfway across the map goes, that's not too helpful. If the life cleric is the only other one to go and can't reliably do enough damage to drop him, same thing.</p><p></p><p>But yeah, if your friend the archer can finish him off then it's a bit of a cascade effect - that's someone else not hurt but who knows if that damage in the end would be > 70 points of healing, combat is far to chaotic to tell.</p><p></p><p></p><p></p><p>Oh, players at my table don't either. But I do use descriptive terms - barely hurt, staggered, bleeding freely, on it's last legs - enough information from the character that the players can make an informed choice often.</p><p></p><p></p><p></p><p>It would entirely nerf my polearm mastery paladin. It would hurt every single paladin with extra attack who has a reason to kill something QUICKLY. Remember, it's not always about HPs - maybe they need to slay them in 3 rounds to stop a ritual, or save the commoners, or whatever.</p><p></p><p>It would have a large effect on the paladin as a class, just not a large effect under your house rules and with HPs as the sole metric.</p></blockquote><p></p>
[QUOTE="Blue, post: 7121158, member: 20564"] Faulty assumptions. 1. You assume my bonus action is free. I had great fun with a polearm master paladin. A GWM paladin can also have bonus action taken on any crit or kill. 2. Your opportunity cost involves spreading over multiple round. But the opportunity cost of THAT is not killing it faster. If round when when closing you cast a smite, then round 2 did multiple attacks, landing that smite and also Divine Smiting, the foe would often not get another action, especially with a ranged character helping. Denying a foe an entire action because it's dead is a greater debuff then the rider on either of those two first level smites. At your table with house rules the balance can absolutely be different. I'm talking from the perspective of the rules in the book. Fair point. I'll meet you halfway - it needs to kill them without any other PCs who would be able to do so before their next action. If a PC in melee halfway across the map goes, that's not too helpful. If the life cleric is the only other one to go and can't reliably do enough damage to drop him, same thing. But yeah, if your friend the archer can finish him off then it's a bit of a cascade effect - that's someone else not hurt but who knows if that damage in the end would be > 70 points of healing, combat is far to chaotic to tell. Oh, players at my table don't either. But I do use descriptive terms - barely hurt, staggered, bleeding freely, on it's last legs - enough information from the character that the players can make an informed choice often. It would entirely nerf my polearm mastery paladin. It would hurt every single paladin with extra attack who has a reason to kill something QUICKLY. Remember, it's not always about HPs - maybe they need to slay them in 3 rounds to stop a ritual, or save the commoners, or whatever. It would have a large effect on the paladin as a class, just not a large effect under your house rules and with HPs as the sole metric. [/QUOTE]
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