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General Tabletop Discussion
*Dungeons & Dragons
The power of smite
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<blockquote data-quote="Staffan" data-source="post: 8814730" data-attributes="member: 907"><p>I think there are two main issues with Divine Smite. One is the auto-hit, as per above. It also allows you to save your smites for crits when you'll get the most bang for your buck (although this doesn't seem to be an issue in D1D as crits only multiply weapon dice, not extra damage dice, assuming they stick to that bad idea).</p><p></p><p>The other is that it overshadows the <em>smite</em> spells (e.g. <em>wrathful smite</em> or <em>thundering smite</em>). Generally speaking, these take a bonus action to cast, last for a minute with concentration, and let your first attack that hits deal extra damage and do something cool. Thing is, this extra damage is generally much less than what an equal-level slot spent on Divine Smite would do, and I don't think giving up a bonus action, your concentration, and the damage differential (particularly given that you might miss, though if you do it keeps going for a minute unless you lose concentration), plus the opportunity cost of preparing the spell, is generally worth it for the "do something cool" part. For example, look at what a paladin can do with a level 1 slot:</p><ol> <li data-xf-list-type="ol">2d8 radiant damage, no questions asked (or 4d8 if you use it on a crit). Or 3d8 (6d8) vs an undead or fiend.</li> <li data-xf-list-type="ol">2d6 thunder damage + Str save or knock target 10 ft back and prone.</li> <li data-xf-list-type="ol">1d6 psychic damage + Wis save or make target frightened for the rest of the duration (requiring concentration) or until they spend an action and make a new save to gather courage.</li> <li data-xf-list-type="ol">1d6 fire damage + set target on fire, which makes the target make a Con save or take another 1d6 fire damage at the start of each of its turns, breaking the effect on a successful save.</li> </ol><p>I think that if I wanted to nerf Divine Smite, I'd make it a spell along the lines of the other <em>smite</em> spells. If that turned out to be too heavy, I'd give paladins that as a prepared bonus spell. Or maybe give them them all for free. Or maybe tie that to their Oath?</p></blockquote><p></p>
[QUOTE="Staffan, post: 8814730, member: 907"] I think there are two main issues with Divine Smite. One is the auto-hit, as per above. It also allows you to save your smites for crits when you'll get the most bang for your buck (although this doesn't seem to be an issue in D1D as crits only multiply weapon dice, not extra damage dice, assuming they stick to that bad idea). The other is that it overshadows the [I]smite[/I] spells (e.g. [I]wrathful smite[/I] or [I]thundering smite[/I]). Generally speaking, these take a bonus action to cast, last for a minute with concentration, and let your first attack that hits deal extra damage and do something cool. Thing is, this extra damage is generally much less than what an equal-level slot spent on Divine Smite would do, and I don't think giving up a bonus action, your concentration, and the damage differential (particularly given that you might miss, though if you do it keeps going for a minute unless you lose concentration), plus the opportunity cost of preparing the spell, is generally worth it for the "do something cool" part. For example, look at what a paladin can do with a level 1 slot: [LIST=1] [*]2d8 radiant damage, no questions asked (or 4d8 if you use it on a crit). Or 3d8 (6d8) vs an undead or fiend. [*]2d6 thunder damage + Str save or knock target 10 ft back and prone. [*]1d6 psychic damage + Wis save or make target frightened for the rest of the duration (requiring concentration) or until they spend an action and make a new save to gather courage. [*]1d6 fire damage + set target on fire, which makes the target make a Con save or take another 1d6 fire damage at the start of each of its turns, breaking the effect on a successful save. [/LIST] I think that if I wanted to nerf Divine Smite, I'd make it a spell along the lines of the other [I]smite[/I] spells. If that turned out to be too heavy, I'd give paladins that as a prepared bonus spell. Or maybe give them them all for free. Or maybe tie that to their Oath? [/QUOTE]
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