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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: 7939179" data-attributes="member: 6988941"><p>Absolutely. Heavy armor is just the most common thing that they can't ditch, which is where the spell starts feeling super powerful (or at least other than when you can deny them their grand trinket of power). I may have a warped view because this particular spell is one I've mostly encountered when I was the player using it and when the DM says "you don't see anything on them" I'm not the sort whose inclined to litigate. Maybe I just need to make better perception rolls.</p><p></p><p>Most damage spells/debuffs work on enemies regardless of how they are equipped. Then again most can be resisted. I think it's probably better balanced for a Bard for whom each spell known is a substantial long term opportunity cost than it is for a Druid, who only needs to prepare it the days they expect to fight enemies with equipment.</p><p></p><p></p><p></p><p>What I really hate is that it's a Ranger spell. Super thematic for them sure, but they are the exact class meant to shine at hunting that deer or whatever, and already suffer from exploration being the oft-neglected pillar of play.</p><p></p><p>Personally my solution was to just make it not have the nutritional value to sustain you for more than a day or two. I also decided that since a single goodberry "provides enough nourishment to sustain a creature for one day" too many is going to give you temporary exhaustion. You try fighting a battle right after Thanksgiving dinner.</p><p></p><p>Create Food and Water feels like you should just become very hungry the next day whenever the 24 hours are up. Same should happen when you leave a Magnificent Mansion.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 7939179, member: 6988941"] Absolutely. Heavy armor is just the most common thing that they can't ditch, which is where the spell starts feeling super powerful (or at least other than when you can deny them their grand trinket of power). I may have a warped view because this particular spell is one I've mostly encountered when I was the player using it and when the DM says "you don't see anything on them" I'm not the sort whose inclined to litigate. Maybe I just need to make better perception rolls. Most damage spells/debuffs work on enemies regardless of how they are equipped. Then again most can be resisted. I think it's probably better balanced for a Bard for whom each spell known is a substantial long term opportunity cost than it is for a Druid, who only needs to prepare it the days they expect to fight enemies with equipment. What I really hate is that it's a Ranger spell. Super thematic for them sure, but they are the exact class meant to shine at hunting that deer or whatever, and already suffer from exploration being the oft-neglected pillar of play. Personally my solution was to just make it not have the nutritional value to sustain you for more than a day or two. I also decided that since a single goodberry "provides enough nourishment to sustain a creature for one day" too many is going to give you temporary exhaustion. You try fighting a battle right after Thanksgiving dinner. Create Food and Water feels like you should just become very hungry the next day whenever the 24 hours are up. Same should happen when you leave a Magnificent Mansion. [/QUOTE]
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