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Smite Nerf: Paladin Buff?
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<blockquote data-quote="Blue" data-source="post: 7121318" data-attributes="member: 20564"><p>First, they can't do that on command. With a 50/50 chance of hitting both hitting in the same round only occurs about 25% of the time. And they need to do it from melee range.</p><p></p><p>Now let's look at a 5th level wizard. Using half of their total slots ... I'm sorry, half of their 3rd level slots, they cast fireball or lightning bolt and get 4 targets. 8d6 averages to 28, let's say half save. So that's 84 damage. What, four targets are too many? I think that in four rounds (remember, your scenario has the paladin hitting twice for with a 25% chance of that occuring) that's a firing solution that can come up.</p><p></p><p>Now, I fully admit that 84 isn't as cool - it's spread, it may not be on the most dangerous creature, and it's lighting or fire which may not be the best type for the foes. And yes, all of their slots is only part of a paladin's kit, they still are wearing armor and swinging a weapon while the wizard is wearing robes and using cantrips ... oh, and the rest of their spells. But it's still more then +50% over 54 damage, it's not too sucky. It would be more even with three targets, and would blwo it away if you were rushed by hordes. Let's say they are in the same neighborhood.</p><p> </p><p></p><p></p><p>Can you please tell me why this isn't a problem with the wizard but is with the paladin?</p><p></p><p>As a matter of fact, the wizard only has two third level slots - if using those is "either suck the rest of the day (not optimal to the party) or force a rest (not optimal to the players and possibly the story)", then the wizard is more guilty then the paladin who can still meatshield, give an aura, and do a bit of healing.</p><p></p><p>Classes designed around long-rest-recovery damage options are designed - are SPECIFICALLY designed because there were options to do it other ways - to be able to nova.</p></blockquote><p></p>
[QUOTE="Blue, post: 7121318, member: 20564"] First, they can't do that on command. With a 50/50 chance of hitting both hitting in the same round only occurs about 25% of the time. And they need to do it from melee range. Now let's look at a 5th level wizard. Using half of their total slots ... I'm sorry, half of their 3rd level slots, they cast fireball or lightning bolt and get 4 targets. 8d6 averages to 28, let's say half save. So that's 84 damage. What, four targets are too many? I think that in four rounds (remember, your scenario has the paladin hitting twice for with a 25% chance of that occuring) that's a firing solution that can come up. Now, I fully admit that 84 isn't as cool - it's spread, it may not be on the most dangerous creature, and it's lighting or fire which may not be the best type for the foes. And yes, all of their slots is only part of a paladin's kit, they still are wearing armor and swinging a weapon while the wizard is wearing robes and using cantrips ... oh, and the rest of their spells. But it's still more then +50% over 54 damage, it's not too sucky. It would be more even with three targets, and would blwo it away if you were rushed by hordes. Let's say they are in the same neighborhood. Can you please tell me why this isn't a problem with the wizard but is with the paladin? As a matter of fact, the wizard only has two third level slots - if using those is "either suck the rest of the day (not optimal to the party) or force a rest (not optimal to the players and possibly the story)", then the wizard is more guilty then the paladin who can still meatshield, give an aura, and do a bit of healing. Classes designed around long-rest-recovery damage options are designed - are SPECIFICALLY designed because there were options to do it other ways - to be able to nova. [/QUOTE]
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