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General Tabletop Discussion
*Dungeons & Dragons
Smite Nerf: Paladin Buff?
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<blockquote data-quote="FrogReaver" data-source="post: 7121328" data-attributes="member: 6795602"><p>[MENTION=57494]Xeviat[/MENTION]</p><p></p><p>I think you seen one example of a Paladin shine and took that to mean they always shine. You then latched onto the most apparent difference you could with them and other classes (the multiple slots expended per turn) and then drew the conclusion that such a mechanic was the cause of your observation.</p><p></p><p>Yes, removing the paladin's ability to smite more than once a turn would definitely cause them not to shine in NOVA situations. However, I worry you are causing them not to shine hardly anywhere ever if you do that.</p><p></p><p>As we have proven, a fireball does significantly more group damage while only doing maybe 1/2 single target damage. In another thread we proved that a Fighter's turn 1 Nova actually slightly exceeded the Paladins and I'm sure we could find many more examples.</p><p></p><p>The point is that the Paladin's NOVA capability is balanced around the other things in the game. Another overlooked consideration of his NOVA is that it's random when he can actually use it. Yes he can probably land 1 attack and drop 2 smites on any given turn. He has a very high chance of doing that. He has a very low chance of landing his first 2 attacks of a fight to be able to NOVA when he desires. Probably around 25% chance for this to happen. It's even less of a chance to happen if we look at him literally trying to blow everything in the first 2 rounds. Basically between the balance comparisons to fireball and a fighter's superiority dice and action surge and the low probability the kind of damage we are talking about will even be able to be used turn 1 or 2 I would say your concerns don't have any merits. </p><p></p><p>Basically your concerns aren't rooted in math but a 1 time experience and 1 very good or very bad experience with something can be very hard to break even if such an experience basically took the stars aligning to pull off the first time.</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7121328, member: 6795602"] [MENTION=57494]Xeviat[/MENTION] I think you seen one example of a Paladin shine and took that to mean they always shine. You then latched onto the most apparent difference you could with them and other classes (the multiple slots expended per turn) and then drew the conclusion that such a mechanic was the cause of your observation. Yes, removing the paladin's ability to smite more than once a turn would definitely cause them not to shine in NOVA situations. However, I worry you are causing them not to shine hardly anywhere ever if you do that. As we have proven, a fireball does significantly more group damage while only doing maybe 1/2 single target damage. In another thread we proved that a Fighter's turn 1 Nova actually slightly exceeded the Paladins and I'm sure we could find many more examples. The point is that the Paladin's NOVA capability is balanced around the other things in the game. Another overlooked consideration of his NOVA is that it's random when he can actually use it. Yes he can probably land 1 attack and drop 2 smites on any given turn. He has a very high chance of doing that. He has a very low chance of landing his first 2 attacks of a fight to be able to NOVA when he desires. Probably around 25% chance for this to happen. It's even less of a chance to happen if we look at him literally trying to blow everything in the first 2 rounds. Basically between the balance comparisons to fireball and a fighter's superiority dice and action surge and the low probability the kind of damage we are talking about will even be able to be used turn 1 or 2 I would say your concerns don't have any merits. Basically your concerns aren't rooted in math but a 1 time experience and 1 very good or very bad experience with something can be very hard to break even if such an experience basically took the stars aligning to pull off the first time. [/QUOTE]
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