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What Spells Would You Nerf? (and how would you change them...)
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<blockquote data-quote="Benjamin Olson" data-source="post: 7938986" data-attributes="member: 6988941"><p>I limit the nutritional value one can get from Goodberry because I struggle enough to keep wilderness exploration interesting without eliminating the need to scavenge for food.</p><p></p><p>I'm definitely a proponent of making a check to Revivify, or really to use any back from the dead magic other than True Resurrection (because Level 9) or Reincarnation (which comes with it's own drawback). It doesn't need to be a difficult one, but having at least the <em>possibility</em> of death without a TPK makes the stakes more meaningful. I don't need my D&D to be constantly deadly, but I like having a small but credible threat of death.</p><p></p><p></p><p></p><p>I find that Heat Metal is limited enough by being irrelevant to most combat against monsters. It is usually useable against a group of humanoid, goblinoid, etc. attackers, but being a one target deal against folk who often come in packs somewhat limits that. I also find that playing a Bard I usually have to use at least one of my bonus actions while it is active on a healing word or inspiration. I suppose it depends on your campaign. For me it usually just ends up being a sideline-one-mook spell, and I'm lucky to get more than one bonus action round out of it. In terms of damage, unless you do get to re-up the damage it does less than a Magic Missile (the other prominent, low-level automatically works spell) while being a slot level higher and doing a far more commonly resisted type of damage. The main annoyance it causes at my tables is not being overpowered, but that the player has to constantly ask the DM about enemies' equipment.</p><p></p><p>Which is not to say it isn't awesome sometimes, but it's okay for a character to be able to steamroll an enemy occasionally. The DM just shouldn't put an enemy who they want to have be a major challenge in heavy armor or make them otherwise dependant on a metal item unless they give them fire resistance/immunity and/or a few extra hit points.</p><p></p><p>If I were going to nerf it, the obvious way would be to impose the conspicuously absent need for a saving throw to avoid damage. But really that just makes it comparable to Flaming Sphere except fussier.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 7938986, member: 6988941"] I limit the nutritional value one can get from Goodberry because I struggle enough to keep wilderness exploration interesting without eliminating the need to scavenge for food. I'm definitely a proponent of making a check to Revivify, or really to use any back from the dead magic other than True Resurrection (because Level 9) or Reincarnation (which comes with it's own drawback). It doesn't need to be a difficult one, but having at least the [I]possibility[/I] of death without a TPK makes the stakes more meaningful. I don't need my D&D to be constantly deadly, but I like having a small but credible threat of death. I find that Heat Metal is limited enough by being irrelevant to most combat against monsters. It is usually useable against a group of humanoid, goblinoid, etc. attackers, but being a one target deal against folk who often come in packs somewhat limits that. I also find that playing a Bard I usually have to use at least one of my bonus actions while it is active on a healing word or inspiration. I suppose it depends on your campaign. For me it usually just ends up being a sideline-one-mook spell, and I'm lucky to get more than one bonus action round out of it. In terms of damage, unless you do get to re-up the damage it does less than a Magic Missile (the other prominent, low-level automatically works spell) while being a slot level higher and doing a far more commonly resisted type of damage. The main annoyance it causes at my tables is not being overpowered, but that the player has to constantly ask the DM about enemies' equipment. Which is not to say it isn't awesome sometimes, but it's okay for a character to be able to steamroll an enemy occasionally. The DM just shouldn't put an enemy who they want to have be a major challenge in heavy armor or make them otherwise dependant on a metal item unless they give them fire resistance/immunity and/or a few extra hit points. If I were going to nerf it, the obvious way would be to impose the conspicuously absent need for a saving throw to avoid damage. But really that just makes it comparable to Flaming Sphere except fussier. [/QUOTE]
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