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General Tabletop Discussion
*Dungeons & Dragons
why paladins (smite) are powerful: action economy efficiency
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<blockquote data-quote="Blue" data-source="post: 7592564" data-attributes="member: 20564"><p>Paladins are one of the frontrunners, but alongside other frontrunners. Not overpowered.</p><p></p><p>Also, they are not in that place due to Divine Smite by itself. You take it out and paladins will have some damage dip as they move to Smite spells that do almost (especially with higher level slot when the extra d8 doesn't mean as much) but have fantastic riders.</p><p></p><p>They are a frontrunner because of the whole package - the CHR aura to saves makes them great support as well as combining with their all armor, shioelds and high AC to make them very survivable, and be able to keep concentration on spells - removing that from paladins would be a much greater affect then removing divine smite.</p><p></p><p></p><p></p><p>Unless you're playing at ridiculously high levels or your DM plays only a few encounters a day (a real gimme to all casters), you will always have more rounds of attacking then you will of spells, so being able run out earlier in the day with Divine Smite vs. Smite spells isn't really affecting your total damage, just smoothing out your nova damage some. it's not nearly as big a deal as presented when you're conserving it to last 6-8 challenging encounters.</p></blockquote><p></p>
[QUOTE="Blue, post: 7592564, member: 20564"] Paladins are one of the frontrunners, but alongside other frontrunners. Not overpowered. Also, they are not in that place due to Divine Smite by itself. You take it out and paladins will have some damage dip as they move to Smite spells that do almost (especially with higher level slot when the extra d8 doesn't mean as much) but have fantastic riders. They are a frontrunner because of the whole package - the CHR aura to saves makes them great support as well as combining with their all armor, shioelds and high AC to make them very survivable, and be able to keep concentration on spells - removing that from paladins would be a much greater affect then removing divine smite. Unless you're playing at ridiculously high levels or your DM plays only a few encounters a day (a real gimme to all casters), you will always have more rounds of attacking then you will of spells, so being able run out earlier in the day with Divine Smite vs. Smite spells isn't really affecting your total damage, just smoothing out your nova damage some. it's not nearly as big a deal as presented when you're conserving it to last 6-8 challenging encounters. [/QUOTE]
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why paladins (smite) are powerful: action economy efficiency
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