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General Tabletop Discussion
*Dungeons & Dragons
Was the Rune Knight (in Tasha's) "over-nerfed"?
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<blockquote data-quote="ECMO3" data-source="post: 8406935" data-attributes="member: 7030563"><p>I am talking from experience., and you are right about a Fey wanderer being at level 11. But that is not everything such a character has either. A Fey wanderer is typically walking around with about 50 goodberries has extra attack and a ton of hps before any spell boosts.</p><p></p><p></p><p>The Fey are not easier to kill because they can not be harmed by the enemies that are charmed and their mobility and teleport makes it unlikely they will end their turn within reach of an enemy that isn't charmed. Sure an uncharmed enemy can kite across the battlefield to try and engage them .... assuming they are not also suffering from a fear effect due to beguiling twist ..... or engage them with missiles, but that is far from easy to do.</p><p></p><p>Every enemy the Fey charm is an enemy that can't attack that Fey for the entire fight until someone damages it. This is key, there is no "save every turn" against this.</p><p></p><p>I am not saying they are impossible to kill, but they are not easier to kill.</p><p></p><p></p><p></p><p>This is not true. Fey can attack and do a charm right after it is summoned, so there is no loss in action economy, right from the first turn he is equal or ahead on action economy. This is why it is so much better, he is not wasting turns doing nothing and he can keep increasing the amount he is doing per turn.</p><p></p><p>Assuming she is not concentrating on a Fey already before the fight; in the first 4 turns, those Fey will have made <strong>10 attacks</strong> and <strong>cast charm on 10 enemies</strong> (1 on the 1st, 2 on the 2nd, 3 on the 3rd, 4 on the 4th) and the Ranger would have twisted up to one charm a turn that was saved against into fear.</p><p></p><p>This compares with 8 attacks and 0 charms the Ranger would have made if he took the attack action instead every turn.</p><p>Now you are correct this is a Nova battle for the Ranger, but the point is he can get this all out in 4 turns and those are not wasted turns, right from the first turn he is ahead of his normal output (considering an attack and a save or suck) and he is beating it thoroughly every turn after the first. An 11th level cleric is a full caster and absolutely can keep up over the course of a day, where the Ranger will have to fall back on more mundane martial abilities for every other fight.</p><p></p><p>With average rolls the Ranger and his Fey have charmed probably about 8 enemies, have one suffering from fear and has done around 100 points of damage over 4 turns. In the first 2 turns he has probably charmed 2 and done 30 points of damage.</p><p></p><p>The Cleric won't be able to keep up over the course of one battle though. The cleric you used as an example for his first two turns (TS/SG) has done no damage to the enemy at all by the end of his second turn. His temp hps first came online intially when the characters were presumably near full. Spirit Guardians is decent DPR, but it is concentration, doesn't take effect until the enemies turn and requires the cleric to be near the front where it is unlikely to last more than 2 or 3 turns. Over the course of 4 turns the amount the cleric has dealt and provided can vary a lot based on positioning and numbers but I would say average numbers over 4 turns (CD/SG/SW/Healing) are about 70 temp hps (40 on the 1st turn), about 50 damage from SG and SW and whatever he healed on the 4th turn.</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8406935, member: 7030563"] I am talking from experience., and you are right about a Fey wanderer being at level 11. But that is not everything such a character has either. A Fey wanderer is typically walking around with about 50 goodberries has extra attack and a ton of hps before any spell boosts. The Fey are not easier to kill because they can not be harmed by the enemies that are charmed and their mobility and teleport makes it unlikely they will end their turn within reach of an enemy that isn't charmed. Sure an uncharmed enemy can kite across the battlefield to try and engage them .... assuming they are not also suffering from a fear effect due to beguiling twist ..... or engage them with missiles, but that is far from easy to do. Every enemy the Fey charm is an enemy that can't attack that Fey for the entire fight until someone damages it. This is key, there is no "save every turn" against this. I am not saying they are impossible to kill, but they are not easier to kill. This is not true. Fey can attack and do a charm right after it is summoned, so there is no loss in action economy, right from the first turn he is equal or ahead on action economy. This is why it is so much better, he is not wasting turns doing nothing and he can keep increasing the amount he is doing per turn. Assuming she is not concentrating on a Fey already before the fight; in the first 4 turns, those Fey will have made [B]10 attacks[/B] and [B]cast charm on 10 enemies[/B] (1 on the 1st, 2 on the 2nd, 3 on the 3rd, 4 on the 4th) and the Ranger would have twisted up to one charm a turn that was saved against into fear. This compares with 8 attacks and 0 charms the Ranger would have made if he took the attack action instead every turn. Now you are correct this is a Nova battle for the Ranger, but the point is he can get this all out in 4 turns and those are not wasted turns, right from the first turn he is ahead of his normal output (considering an attack and a save or suck) and he is beating it thoroughly every turn after the first. An 11th level cleric is a full caster and absolutely can keep up over the course of a day, where the Ranger will have to fall back on more mundane martial abilities for every other fight. With average rolls the Ranger and his Fey have charmed probably about 8 enemies, have one suffering from fear and has done around 100 points of damage over 4 turns. In the first 2 turns he has probably charmed 2 and done 30 points of damage. The Cleric won't be able to keep up over the course of one battle though. The cleric you used as an example for his first two turns (TS/SG) has done no damage to the enemy at all by the end of his second turn. His temp hps first came online intially when the characters were presumably near full. Spirit Guardians is decent DPR, but it is concentration, doesn't take effect until the enemies turn and requires the cleric to be near the front where it is unlikely to last more than 2 or 3 turns. Over the course of 4 turns the amount the cleric has dealt and provided can vary a lot based on positioning and numbers but I would say average numbers over 4 turns (CD/SG/SW/Healing) are about 70 temp hps (40 on the 1st turn), about 50 damage from SG and SW and whatever he healed on the 4th turn. [/QUOTE]
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Was the Rune Knight (in Tasha's) "over-nerfed"?
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