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General Tabletop Discussion
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True Strike: Yes, lets beat the dead horse
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<blockquote data-quote="77IM" data-source="post: 7586687" data-attributes="member: 12377"><p>The other balancing factor to consider, is that <em>true strike</em> works with high-level spells. When you are planning on popping off a level 5 <em>witch bolt</em> or <em>chromatic orb</em> it can be worthwhile to give up a round of combat, in order to get advantage on that attack. In other words you waste a round casting <em>true strike</em> in order to avoid wasting the high-level spell slot.</p><p></p><p>So, you may wish to restrict the damage bonus to only weapon attacks and cantrips.</p><p></p><p>Also, looking at the math a little more closely, I feel like this would be better balanced if the bonus damage were more conservative. Maybe a +1d6 bonus kicks in at 5th level, then +2d6 at 11th and +3d6 at 17th. Because, in general, "No attack this round, double-damage attack next round" is roughly the same as "Normal-damage attack this round, normal-damage attack next round." Making two attacks is slightly better than one double-damage attack, but really not by much. So at low levels, the benefit of this spell would really be the advantage (and I might bring back the "ignores obscurement" feature), which is great when you are trying to conserve spell slots -- "No attack this round, 2nd-level <em>chromatic orb</em> with advantage next round." At higher levels the bonus damage would kick in so that you get "No attack this round, not-quite-double-damage attack with advantage next round." (Really the bonus damage should be roughly a 33% increase over the base cantrip damage, to account for the advantage.)</p></blockquote><p></p>
[QUOTE="77IM, post: 7586687, member: 12377"] The other balancing factor to consider, is that [I]true strike[/I] works with high-level spells. When you are planning on popping off a level 5 [I]witch bolt[/I] or [I]chromatic orb[/I] it can be worthwhile to give up a round of combat, in order to get advantage on that attack. In other words you waste a round casting [I]true strike[/I] in order to avoid wasting the high-level spell slot. So, you may wish to restrict the damage bonus to only weapon attacks and cantrips. Also, looking at the math a little more closely, I feel like this would be better balanced if the bonus damage were more conservative. Maybe a +1d6 bonus kicks in at 5th level, then +2d6 at 11th and +3d6 at 17th. Because, in general, "No attack this round, double-damage attack next round" is roughly the same as "Normal-damage attack this round, normal-damage attack next round." Making two attacks is slightly better than one double-damage attack, but really not by much. So at low levels, the benefit of this spell would really be the advantage (and I might bring back the "ignores obscurement" feature), which is great when you are trying to conserve spell slots -- "No attack this round, 2nd-level [I]chromatic orb[/I] with advantage next round." At higher levels the bonus damage would kick in so that you get "No attack this round, not-quite-double-damage attack with advantage next round." (Really the bonus damage should be roughly a 33% increase over the base cantrip damage, to account for the advantage.) [/QUOTE]
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