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What do you think of Fizban's races, subclasses feats and spells?
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<blockquote data-quote="Chaosmancer" data-source="post: 8441930" data-attributes="member: 6801228"><p>Well, I'm looking at this for levels 1 - 4 mostly, which means that if you use it twice on one turn (which it is debatable if you can, because it does say "replace one attack") you've used all of it for the day. At level 5 you can do 4d10 by using 2/3 of your uses, but also... well, what does that work out to? </p><p></p><p>2d10 is 11 on average, with a successful save this could be 6 damage, so you are looking at around 12 damage? I'm not saying it is nothing, but if you just used the attack action, you could have done 2d8+10 which is 19 damage. So, 4d10 sounds like a lot, but it really isn't a lot of damage. </p><p></p><p>Forcing a caster to make a concentration check? Sure, but that's a DC 10 check and if you hit them with other attacks you have the same result. And are you really going to have multiple casters with multiple concentration effects to make the AOE worth it? I'm not sure. </p><p></p><p>Regeneration shut down is even more niche. Firstly, you need to have the correct damage type. Which is going to depend on the creature, but off the top of my head the only types that shut down resistance are fire, acid and radiant. Which makes it 6/15 choices. That's a 40% chance of having the correct damage type, and 3 of those are fire, the most commonly resisted element, counterbalances the usefulness. </p><p></p><p>But, even more debatable. Regeneration shut down only needs a single instance of that damage per round. So, granted, if you have a Dragonborn with fire breath they might be able to shut down the regeneration of three trolls for a round... but if the party has access to fire damage, that could have likely happened anyways. And just having fire bolt to double tap the bodies can be enough, because while troll's do regenerate, they don't regenerate enough to overcome focus fire. Generally, I've found that regenerating enemies might maybe get an extra turn if the players are spreading the damage, but it certainly isn't bad enough to make it a selling point on a racial ability.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8441930, member: 6801228"] Well, I'm looking at this for levels 1 - 4 mostly, which means that if you use it twice on one turn (which it is debatable if you can, because it does say "replace one attack") you've used all of it for the day. At level 5 you can do 4d10 by using 2/3 of your uses, but also... well, what does that work out to? 2d10 is 11 on average, with a successful save this could be 6 damage, so you are looking at around 12 damage? I'm not saying it is nothing, but if you just used the attack action, you could have done 2d8+10 which is 19 damage. So, 4d10 sounds like a lot, but it really isn't a lot of damage. Forcing a caster to make a concentration check? Sure, but that's a DC 10 check and if you hit them with other attacks you have the same result. And are you really going to have multiple casters with multiple concentration effects to make the AOE worth it? I'm not sure. Regeneration shut down is even more niche. Firstly, you need to have the correct damage type. Which is going to depend on the creature, but off the top of my head the only types that shut down resistance are fire, acid and radiant. Which makes it 6/15 choices. That's a 40% chance of having the correct damage type, and 3 of those are fire, the most commonly resisted element, counterbalances the usefulness. But, even more debatable. Regeneration shut down only needs a single instance of that damage per round. So, granted, if you have a Dragonborn with fire breath they might be able to shut down the regeneration of three trolls for a round... but if the party has access to fire damage, that could have likely happened anyways. And just having fire bolt to double tap the bodies can be enough, because while troll's do regenerate, they don't regenerate enough to overcome focus fire. Generally, I've found that regenerating enemies might maybe get an extra turn if the players are spreading the damage, but it certainly isn't bad enough to make it a selling point on a racial ability. [/QUOTE]
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What do you think of Fizban's races, subclasses feats and spells?
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