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Smite Nerf: Paladin Buff?
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<blockquote data-quote="Xeviat" data-source="post: 7122185" data-attributes="member: 57494"><p>We can care about multiple issues at the same time. I don't expect people to know my entire posting history, but I've posted about Archdruid being an issue to Moon Druids, I'd never allow a wish simulacrum infinite cycle, and I have issues with great Weapon Mastery/Sharp Shooter.</p><p></p><p>Limiting a paladin's one round capability also spreads out their ability.</p><p></p><p>A 3rd level spell deals around 28 damage on a failed save. At that level, a paladin with a second level spell slot can deal 38.16 if both greatsword hits hit. The wizards is 75% the paladin's damage against a single target. Both have two spell slots of this level, 3rd or 2nd. Looking at the DMG spell builder, an area attack dealing 75% of a single target is appropriate.</p><p></p><p>With a 65% chance to hit or chance the target fails their save, the numbers change a bit. Assuming they smite on their first hit in the round and aren't crit fishing, it comes out to an expected 29.62 damage. The fireball does 23.1 with half damage on a successful save. That's 78% of the paladin.</p><p></p><p>So, the Paladin still deals more single target damage than a wizard using equivalent resources.</p><p></p><p>I'm not concerned about the 1 round limitation. It's more the bonus action requirement. Since I'm trying to limit the ability of spending multiple spell slots in a round, it eating into their spell casting bonus actions doesn't bother me in theory, but it could disrupt common play styles (the paladin in our group is smite happy, so I'm only seeing one style). The concentration change could also be an issue. That's what I'm questioning.</p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Xeviat, post: 7122185, member: 57494"] We can care about multiple issues at the same time. I don't expect people to know my entire posting history, but I've posted about Archdruid being an issue to Moon Druids, I'd never allow a wish simulacrum infinite cycle, and I have issues with great Weapon Mastery/Sharp Shooter. Limiting a paladin's one round capability also spreads out their ability. A 3rd level spell deals around 28 damage on a failed save. At that level, a paladin with a second level spell slot can deal 38.16 if both greatsword hits hit. The wizards is 75% the paladin's damage against a single target. Both have two spell slots of this level, 3rd or 2nd. Looking at the DMG spell builder, an area attack dealing 75% of a single target is appropriate. With a 65% chance to hit or chance the target fails their save, the numbers change a bit. Assuming they smite on their first hit in the round and aren't crit fishing, it comes out to an expected 29.62 damage. The fireball does 23.1 with half damage on a successful save. That's 78% of the paladin. So, the Paladin still deals more single target damage than a wizard using equivalent resources. I'm not concerned about the 1 round limitation. It's more the bonus action requirement. Since I'm trying to limit the ability of spending multiple spell slots in a round, it eating into their spell casting bonus actions doesn't bother me in theory, but it could disrupt common play styles (the paladin in our group is smite happy, so I'm only seeing one style). The concentration change could also be an issue. That's what I'm questioning. Sent from my iPhone using Tapatalk [/QUOTE]
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