Everyone talking about 1 action Hallow when you could get a shotgun wedding with 1 action Ceremony.
@InsightCheck2 ай бұрын
The real play!
@nm23582 ай бұрын
2024 PHB Cleric is hilarious. You've Wish as a capstone, Wish-lite at level 10, and a host of features they removed concentration from or that remove concentration specific spells they can cast... Meanwhile Rangers are collectively losing their minds over their terrible features that change Hunter's Mark at level 13 (unbreakable concentration) or level 20 (a d10 Hunter's Mark). Similarly, a level 10 Cleric can effectively power creep the bulk of Paladin Auras with a 60 ft Hallow spell on demand, lol. Hell, they've even got a mass Undead smite at level 6, that scales its damage off level, lol.
@daboomaninc7392 ай бұрын
I'm so confused on why Wotc says the Ranger would be too powerful to remove concentration on Hunter's Mark but are so fine giving fullcasters the ability to cast no concentration spells just out the wazoo from the draconic sorcerer being able to summon a dragon, to the illsuion wizard being able to summon things through illusions and now the war celric who can do it with sheild of faith and spiritual weapon
@XanderHarris10232 ай бұрын
Non concentration spells seem to be subclass specific. The only ranger that gets a non concentration is the fey wanderer with Summon Fey. Also the non concentration summons seem to last a shorter amount of time.
@buraeen57352 ай бұрын
The speed on Spiritual Weapon is so bad that I don't think it needs concentration. Half the time I have ever used or seen it used, the spiritual weapon was trying to get across the battlefield either after an ally downed an enemy or when the thing just ran away from it. The cleric is also pretty heavy on concentration spells. Not sure I would ever use it outside of War Domain Channel Divinity now.
@elementzero33792 ай бұрын
Even without Concentration, it lost steam as the Cleric gained levels. It definitely has a very narrow window of usefulness now that it requires Concentration.
@absurdus79452 ай бұрын
I would just take away concentration during actual play Same for the ranger with hunters mark somewhere around lvl 5 - 10
@buraeen57352 ай бұрын
@@absurdus7945 could just modify Relentless Hunter to remove concentration. Though that's quite a bit later than your suggestion. I think it could do that and then maybe Hunter subclass could remove it earlier.
@ethanabla25092 ай бұрын
13:37 The playtest let you use your war priest attacks whenever you wanted rather than as a follow up to the attack action. This change hasn't been confirmed or denied yet, but i really hope it sticks as it was so cool to make that attack as a follow-up to a spell.
@logancuster80352 ай бұрын
Treantmonk heavily implied that this change has been dropped, which is a bit of a bummer.
@MrSeals10002 ай бұрын
@@logancuster8035He implied something was removed. My guess, is that it no longer has Weapon Mastery. I really hope it isn't still tied to the attack action, during rhe monk they were talking about many places in the game where they were uncoupling bonus action from you needing to do something as your action first.
@barcster20032 ай бұрын
@@logancuster8035 my guess he is referring to weapon mastery.
@Hyodorio2 ай бұрын
Two things regarding Divine Intervention. If it works as you've read it here, you can add an addendum that the casting time can't be longer than one hour. However I'll also add that on Reddit it's being talked about and it's interaction with the Magic action in the UA which wouldn't allow it to alter the casting time anyways, just casting it without spell slots or components. (Edit: nvm you mentioned the hour thing!)
@logancuster80352 ай бұрын
The light Cleric did pick up one other thing. At level 6th, I think it was, they regain their uses of Warding Flare on a short rest. These videos have all been great by the way. Really helps me organize my thoughts about the changes, and I feel like your perspective is adding to the conversation in a cool headed and productive way. Great video!
@5-Volt2 ай бұрын
AND it gives temp HP at level 6! That's craaaaazy good. 😂
@barcster20032 ай бұрын
I defintely like that better than revealing light which would have been near useless.
@guamae2 ай бұрын
Spiritual Weapon kinda sucks because it's so slow... Almost any monster can out run it, and if one drops, it's unlikely to make it's way to another one. I'm fine with it requiring concentration, but they need to double the speed of it. The damage on the new Channel Divinity options is disappointing as well... It's about equivalent to a first level spell, which... 😕
@EpicRandomness5552 ай бұрын
If I was playing a Cleric, I would only do something like casting Hallow in an emergency. Like if the party is going to die. That’s really the only reason we should need something that broken. Doing it to just clown on your big enemy is kinda pointless.
@kurtpryor63342 ай бұрын
I have cast Spiritual Weapon, made two attacks with it, only hit with one and felt like I didn't waste a spell slot, even though I probably did. Now with Concentration I never cast it and when I do I need to use it every turn to justify the concentration and if I do anything else, even Healing Word a downed ally, I feel like the spell was a waste. It never did that much damage and was easy to outrun. The worst offense the spell has was taking an extra 10 seconds on my turn, but I never felt required to try and go back to my turn to use it if I forgot to before ending my turn.
@AzureChild2 ай бұрын
My group does it as a dc based on the wish. So a small thing like the effects of a long rest would need you to roll a d100 and beat like a 45 or 35.
@ADirtyLeviathan2 ай бұрын
First! Also, you’re doing a great job! Love your honest input and balanced look at both sides of opinions and arguments. Keep it up! And yes…either way you look at it, cleric is gonna be really strong, maybe too strong. Lol
@InsightCheck2 ай бұрын
Thank you so much I truly appreciate that! It’s been so much working keeping up with all these and just so happy people are enjoying them :) And yeah, Cleric is going to be very strong in 2024, that’s for sure!
@Graccus13302 ай бұрын
Your comment is good because of your opinions. So many others channels just rehash what is said with no additional input. If I only wanted the basic info, the wotc videos are available. Keep up the good work
@soysaucesausage2 ай бұрын
To be fair, the secondary effects of Hallow (such as the damage vulnerability) permit a save every turn to end them. Any boss with legendary resistances will almost certainly not be effected. Hallow is more likely to crush mooks / severely inconvenience any of the relevant creature types who lack ranged attacks.
@SamanthaVimes1772 ай бұрын
Unbalancing every encounter is still a huge problem. Those mooks are an essential DM tool. Plus it doesn't change that a free glyph of warding is a problem.
@Mr_Maiq_The_Liar2 ай бұрын
@@SamanthaVimes177 we're not even talking about the fact that the new prayer of healing can give a short rest mid combat
@breyor17 күн бұрын
Spiritual weapon was below curve in 2014, the nerf was entirely undeserved. Nerfing because a spell is popular without actually seeing if it’s good is frustrating
@thomasquesada7248Ай бұрын
I love what they did with the war cleric and cant wait to play one, I'm glad they changed the garbage level 6 UA feature into something decent, still i really need to see what they added to the spell list since cleric spell list gets really bad later on The divine intervention change is a good one and there is no reason to believe the casting time is changed As for spiritual weapon it just lacked alternatives but its fine as a concentration spell as long as the movement speed is better and ive heard it scales better, woul be really cool if it also had weapon mastery, we dont know anything about spells anyway so its dumb to yell about them like some people currently complaining about the hunters mark capstone despite that we know practically nothing about how hunters mark will work, ive heard it would upscale with an additional dice every level, in that case it would be pretty good
@Mr_Maiq_The_Liar2 ай бұрын
They could have just made Divine intervention have the same casting time as the spell you replicate instead of being a limited-wish. Thus being able to both raise dead and not being able to instantly hallow an area.
@MrSeals10002 ай бұрын
Spiritual weapon requiring concentration feels just a bit meh. It's not a particularly strong spell, and for a 2nd level slot, its actually kind of weak. The only reason it was so dominant for clerics was that it gave the player something else to do. (As well as the Feel of it, that we were doing more than just use our action to cast 1 spell on our turn and move). Also the visual is just badass... Id argue it feels more core to the imagery of a cleric than hunters mark ever did for the ranger.
@Mr_Maiq_The_Liar2 ай бұрын
Hallow isn't even the most powerful option for divine intervention. You can give the party a short rest in the middle of combat, see how the warlocks like that
@davidwilfand9162 ай бұрын
Or Planar Binding
@davidwilfand9162 ай бұрын
How can you give the party a short rest btw?
@InsightCheck2 ай бұрын
@davidwilfand916 the revised version of Prayer of Healing provides the effect of a Short Rest.
@davidwilfand9162 ай бұрын
@@InsightCheck Damm
@barcster20032 ай бұрын
My first thought to break it was instant Geas.
@Styrixa2 ай бұрын
Hot take. Clerics don't need "Divine Intervention". Cleric spells are the way their gods are intervening anyway.
@xiongray2 ай бұрын
@@Styrixa Red Hot Take: Clerics & Warlocks are two sides of the same coin: Patron/Diety
@DndUnoptimized2 ай бұрын
Haha that is definitely true.
@oatatas2 ай бұрын
I’ve always seen it as their deity (or patron for warlocks) giving them spells to your job like your boss giving you tools to do your job. Divine intervention (or Contact other plane for warlocks) is like (for this analogy) if you called your boss to come down here and help directly.
@theresnoracelikegnome2 ай бұрын
Instead of casting spells, I’d rather see a list of a few things it can do, like: - Make your party immune to all damage for one round. - Heal your entire party up to half HP. - Teleport your entire party to a safe place. - Summon a powerful angel or devil to protect you for 1 minute.
@InsightCheck2 ай бұрын
That is certainly a hot take and to be honest, I don’t hate it either haha
@HorizonOfHope2 ай бұрын
Obligatory: yay! Watching this instead of the official video. Other thought: since war domain casts spiritual weapon without concentration, yeah, SW defs is concentration now. But I think, like Insight Check, I am in the minority in that I never found it OP. It was basically the same as an off-hand bonus action attack at the cost of a spell with very costly scaling. With concentration but better scaling I actually think it’s no better or worse, really.
@malmasterson38902 ай бұрын
The changes themselves are fine, for the most part, and I think there was good reason for most of them. The oversight on Divine Intervention is quite amusing since there's only like 3 other spells that it would be kinda problematic with, but it really is just Hallow's fault that it's broken af. On one end, I get that it's more consistent, but on the other it feels like some of the flavor has been lost. The changes to the subclasses are also just okay qol improvements. As someone whose favorite Full Caster was Cleric, as of right now it's fallen out of favor. The Divine Intervention change and other spell changes makes it seem like Cleric's are almost certainly more powerful than they already were & the subclasses they chose are not to my liking at all. In addition, while I understand why they gave us the option feature at level 1 so we had more flexibility, it kinda just reverses the nerf of putting their subclass at level 3 which was good for balance. Sorcerer & Druid will both likely see more play for me, but I still like the class in concept, just not as much.
@samis23802 ай бұрын
Divine intervention fix: The spell still takes the same time to cast. done.
@eliascabbio75982 ай бұрын
I think that speaking to your god for 1 hour about how much you need your friend to be revived, would be super boring. The point of the feature is not to grant a free level 5 slot or to cover the cost of a diamond, it's to invoke the power of a god, which would be kinda awkward to happen with minutes and hours passing. An easier solution would be to prevent to cast spells that take 8 hours or more, or just to pick, as a DM, the spells that are too broken and just say that your god won't let you do that
@thomasquesada7248Ай бұрын
this is very probably how the rules already work
@eliascabbio7598Ай бұрын
@@thomasquesada7248 nope, you can cast spells that take hours in just one action, like the level 5 resurrection spell
@InsightCheckАй бұрын
Yeah this is very much not how it works. I responded to his other comment explaining how.
@ZombiewithabowtieАй бұрын
Here's the thing - I've never seen a table of players absolutely lose their collective shit over the Cleric casting a 5th level spell as an action. The high risk, high reward nature of Divine Intervention is part of what made the class fun to play. Nailing it to such a rote, predictable structure makes the class feel, to me, less enjoyable. I would just like to add that this is my completely subjective opinion, and is probably deeply rooted in my dislike of change in things I enjoy that I have no control over.
@dillonklasse4980Ай бұрын
I’d love an expanded spell list, as is the spells drop off significantly after level 7
@Gamerdudegames2 ай бұрын
Am I missing something? How could you use the new Divine Intervention to cast Hallow as an action? All the feature says is you can cast any spell lower than 5 that doesn't take a reaction without components or a spell slot. In theory it still should have taken 24 hours to cast Hallow, right?
@barcster20032 ай бұрын
I think they really should have clarified in the feature.
@thomasquesada7248Ай бұрын
you are not missing anything divine intervention does not mention casting time and the rules for magic action makes me think casting time is completly unchanged
@InsightCheckАй бұрын
@thomasquesada7248 “As part of the same action, you cast the spell…” Spells that have a casting time of longer than one action are now cast as part of the same action with the new Divine Intervention. It’s important to remember that spells with something like a 24 hour casting time aren’t cast and then you wait 24 hours for the effect to resolve. It takes 24 hours to *cast* . As a result, if the spell is cast *as part of the same action* it is effectively cast immediately.
@barcster2003Ай бұрын
@InsightCheck I do think somewhat thematically it works of course your god can do those things in 1 action. I also think alot of people underestimated the previous divine intervention which could have cast a 9th level spell also broken the time issue at the same time and technically it says the effect of the spell it doesn't mention concentration or anything like that either. Would have been nice to have clear rulings on it though. If they have time to edit it would be nice for clarity on it.
@5-Volt2 ай бұрын
My top 2 favorite classes are Cleric & Paladin. I couldn't be more divided with this new PHB. 😂 New Light cleric looks insane!! I can't wait to play one.
@jobutony2 ай бұрын
The only problem I have is that the druid and cleric are almost exactly the same as a base class now. A side by side of the class abilities almost exactly the same. They could have basically merged the two classes and then just had different spells for the sub classes. Channel Divinity and Wild shape are the only real differences now.
@HorizonOfHope2 ай бұрын
I hadn’t really thought of that but now you point it out it’s so obvious.
@nyanbrox54182 ай бұрын
Ok, so, the only real change, is some druids are now allowed to wear metal armour And you are saying that now they are the same? Gosh I guess fighter and barbarian must be the same too, barbarian should just be a fighter subclass While we are at it, Paladin could just be a cleric subclass too, or heck just remove it from the game, it's just a fighter-cleric multiclass Actually just remove all but 4 classes, fighting man, magic user, Cleric, Thief, and then let's maybe just make Elf it's own class cause, everyone just plays humans anyway Like, you are allowed to play 1st edition if you really want to, but Druids and clerics are both priests who get armour and a d8 hit die, just like how Sorcerers and Wizards are both mages with no armour, and a d6 hit die Clerics and druids have always had those two build options, a melee combatant, and a ranged spell slinger, Old PHB had circle of the moon, the more self buff bruiser option, and the circle of the land, the nature magic user While the cleric had subclasses like war, which were the tanky melee characters, and light, which were more stand back and sling spells Maybe you just haven't played druids or clerics but the reason why they are so different is because they have completely different spell lists By the logic of, the class features solely define uniqueness, the thing that makes the wizard unique is that they are clearly the worst and weakest class in the game, with only 1 class feature at level 1, 18, and 20, and my game ends at level 17 so my wizard only has 1 class feature their whole career! This is just a worse sorcerer who also has spells like fireball, but has other class features on top! Idk man, that logic doesn't work for spell casters, even if it is accurate for martials, spells are class features. Different spells = different class features
@eliascabbio75982 ай бұрын
I don't think that the two classes are so overlappable, they have similar features, but just like fighting style that's not so uncommon for classes to share features. They both are priest classes (following the old categorization), so some things are similar, but I think that Wild Shape is much much more complex than channel divinity options, you can't just put them on the same level.
@nyanbrox54182 ай бұрын
@eliascabbio7598 exactly! In D&D, by design, every class has basically several other classes which mirror them in some way Cleric has Druid and Paladin Druid has Cleric and Ranger, Paladin has Cleric and Fighter Ranger has Druid, fighter, Rogue Fighter has Ranger, Paladin, Barbarian Rogue has Ranger, Monk, Bard Barbarian has Fighter, Monk Monk has Rogue, Barbarian Bard has Sorcerer, Warlock Sorcerer has Bard, Wizard, Warlock has Bard, Wizard Wizard has Sorcerer, Warlock Every single class has at least two other classes which mirror it in some way, leading them all to have their fair share of friends
@eliascabbio75982 ай бұрын
@@nyanbrox5418 yep, also because in this way they can cover each other's roles when you have a small party
@DevilsFourString2 ай бұрын
If i could subscribe more than once, I would. Great videos, great work.
@xiongray2 ай бұрын
It's very possible... Hallow had been modified.
@Mr_Maiq_The_Liar2 ай бұрын
if wish had taught us anything there are a lot of spells of 5th level or bellow that would be broken to produce instantly. Maybe glyph of warding, planar binding, and geas were all changed to not be over powered to cast mid combat. But even looking at spells where we know how the spell will work Prayer of healing can give an instant short rest mid combat to the entire party which as an emergency heal is much stronger than even the 9th level mass heal spell since it can recover the teams spent resources,
@xiongray2 ай бұрын
@@Mr_Maiq_The_Liar Instant Short Rest for Focus Points & Pact Spell Slots.
@Grinner112 ай бұрын
Even if it wasn’t, being able to divine intervention Hallow makes it way more useful.
@MrSeals10002 ай бұрын
Given how treantmonk reacted to the change, it's very possible that it hasn't. Or at very least that it's still just as exploitable, even if its been modifier.
@djskeadАй бұрын
Are you saying that the War Priest feature lost its Weapon Mastery *and* it's again needs an Attack Action to be taken?
@thomasquesada7248Ай бұрын
according to the article on DnD beyond they can still attack with a bonus action after casting a spell but lost weapon mastery
@djskeadАй бұрын
@thomasquesada7248 oh I didn't see that in the article! Perhaps I missed it but I believe it was confirmed Monks can make an attack as a bonus action so it does seem to be the trend
@sleepinggiant40622 ай бұрын
If players can 'abuse' something, they will.
@g00se992 ай бұрын
I agree top to bottom. Cleric is solid as a rock.
@InsightCheck2 ай бұрын
It really is!
@williammurteyjr.50732 ай бұрын
Has there been any indication that Hallow has not been changed or is still fifth level spell?
@nm23582 ай бұрын
Treantmonk has access to the 2024 PHB and highlights the Hallow spell as one of the spells that's problematic with the new Divine Intervention.
@barcster20032 ай бұрын
I'm pretty sure its still a problem. Treantmonk has the new handbook and says it's an issue.
@jessethevosikanАй бұрын
I wonder is Hallow will me changed
@rogen809426 күн бұрын
Eh, I dont think clerics are broken. Spiritual Weapon and Inflict Wounds got majorly nerfed. Inflict Wounds is completely worthless now - guiding bolt is just a straight upgrade. Spirit Guardians is downgraded version of druid's summon woodland creaturs (druid version does more damage). Divine Intervention is only unlocked at lv 10 - most campaigns never reach level 10 (unless you start at a high level intentionally).
@rainycake2 ай бұрын
1:00 Am I missing something? Why would I ever choose Thaumaturge?
@Mr_Maiq_The_Liar2 ай бұрын
A free cantrip and a bonus to 3 different skills equal to your wisdom modifier
@rainycake2 ай бұрын
@@Mr_Maiq_The_Liar Three different skills? It says Arcana or Religion. You choose one. So 1 extra cantrip and one new skill you are good at or all weapons and insanely high AC. The choice can't be more simple. Even if it was JUST the heavy armor prof, it's still way better.
@MrSeals10002 ай бұрын
@@rainycakeDruid has the same issue. The magic option just doesn't seem nearly as good.
@barcster20032 ай бұрын
@rainycake you get wisdom bonus to Arcana and Religon/nature, an extra cantrip. Maybe the extra cantrip is worth it but I don't know. I was hoping they would make it way better but maybe the knowledges are really good. Some of the cantrips are better though like Resistance so it's now good so maybe there's a really good reason to use it. I was hoping they make it more magic focused like extra spell preps, some spell slot restore or maybe a minor metamagic once a day like distant spell.
@jinxtheunluckypony2 ай бұрын
The new Divine Intervention is absolutely unfair. I’m absolutely implementing the “one action casting time” limitation at my table. Even then it’s still an extra 5th level spell every single day, that’s fantastic.
@DndUnoptimized2 ай бұрын
You just LOVE nerfs! Lol jk. Divine intervention is way too strong. Why did they do that?! It seems like most casters came out roughly equal to before with some nerfs and buffs, but it seems like clerics came out with way more. There are a lot of quality of life stuff that I totally agree with, like war domain getting more bonus attacks, trickery rework, and smite undead. But all those things are buffs, and to give a game breaking ability on top of it is too much. Hopefully the average table won't be able to tell how game breaking it is, but we will see. Pack tactics is probably losing his mind.
@InsightCheck2 ай бұрын
Nerfs nerfs nerfs!! I love nothing more than a thicc juicy nerf!
@JayEmAy2 ай бұрын
There aren't enough words to express how much I hate turning spiritual weapon into a concentration spell. It instantly turns it from one of the best spells in the game to one of the worst. It will never be used. In reality, this won't be a problem, because I just won't play at a table that enforces concentration here.
@pederw49002 ай бұрын
At my table, I’m just going to add he text “besides Hallow” and call it a fay
@barcster20032 ай бұрын
You may want more than hallow on that list.
@Nemo124172 ай бұрын
If I were a DM, I'd rule that the Divine Intervention can only work on spells that are an action to cast. Hallow and Raise Dead are not meant to be tossed around casually.
@barcster20032 ай бұрын
They said it's meant to work on Raise Dead.
@Nemo124172 ай бұрын
@@barcster2003 And that is a dumb idea. Revivify would be powerful, but at least that would just be limited to something you use after a really nasty combat when Cure Wounds won't cut it. Raise Dead would have world shaping consequences if you can do it once per day without cost. Ditto for Hallow.
@ShadestheMothman2 ай бұрын
The new divine intervention is a huge miss for me exactly because the old one was so vague. You’re calling upon your god to perform a true miracle, which often wont happen and when it does, its gonna be big, its gonna be weird, and sometimes its not gonna be clearly helpful at first. The new one is just a buffed 5th level spell slot
@bluelionsage992 ай бұрын
With the divine intervention, I am more concerned that it is a free resource recharging with your long rest. So getting direct aid from your Deity is now just a class power like turn undead. Takes away the rarity and feel of "specialness" from the few cases of divine intervention we've had over the years in our gaming.
@bruceford61332 ай бұрын
It is funny how people tend to forget you can destroy higher CR undead as you level up and this change to Destroy Undead barely damages these undead. Sure it doesn't work past CR4 if you get high enough in level. This downgrades the ability to affect and destroy those undead to be able to do a pittance of damage against all undead. Yes, you should still be able to destroy low cr undead with this but then you just have the same problem in reverse as the odds are you won't be running into them at higher levels. So they give the appearance of improving the class and getting rid of a bad feature by just reversing it and actually making it weaker.
@InsightCheck2 ай бұрын
This is an odd take. You’re dissatisfied with the “pittance of damage” versus what was very commonly zero. I’ll take the pittance over zero any day. It’s also not particularly difficult for a Cleric to have a +5 Wisdom. By the time you reached each breakpoint in the 2014 version, you were more than likely not facing creatures of that low a CR anyway and if you are, they are so trivially killed that Destroy Undead is still irrelevant. Yes, in a vacuum, it’s “worse” in that it can theoretically deal infinite damage since it outright kills something but the reality is that the new version is going to be better 99% of the time. Yes, there will be some niche scenarios where the old one would have been but like I said, even if you end up in those situations, they are so easy to kill anyway.
@optimus2200Ай бұрын
I hope instead of nerfing the new Devine intervention they nerf the hallow spell . I hope many spells have been nerfed but sadly Treantmonk criss doesnt give me hope on that regard
@thomasquesada7248Ай бұрын
divine intervention is all but nerfed
@InsightCheckАй бұрын
@thomasquesada7248 I’m very confused how you arrived at this take…
@VenzyntRoleplay2 ай бұрын
i wish grave or death was here instead of trickery
@nicolaspereyra4202 ай бұрын
It kinda bothered me that the cleric and the druid are carbon copies now, the druid desserved its own flavor I think that the new channel divinity would be more useful if you dealt direct damage with it like magic missile. But oh well, the cleric is busted enough already Im surprised to seeing the light and trickery domains instead of tempest and forge, I feel like those would get along nicely with the new features
@Graccus13302 ай бұрын
I love nerfs
@JoshuaH2252 ай бұрын
Yeah, my home brew to divine intervention will be turning it back into 2014 version.
@InsightCheck2 ай бұрын
LOL I mean that’ll work haha
@HorizonOfHope2 ай бұрын
Yeah, I have a horrible feeling that because the old one was about using your imagination (with spells as a guide) the new one is just about what can be easily coded into the VTT.
@emjtucson2 ай бұрын
All the classes are too powerful. WofC is going even further in enticing player power fantasies at the expense of gameplay.
@nathanreiter69082 ай бұрын
I hope the monsters get real power increases for balance. Weak monsters that get curb stomped by the Player Characters makes a boring game.
@shadowmancer992 ай бұрын
But Divine Intervention doesnt take away the cooperative nature of the game NOR does it make the entire sessions challenge null. You focus too much on a single encounter, and maybe this is the heart of the disagreement I have with you and your fellow video bloggers. You all seem to think that each encounter is a one and done shot, totally independant of all other encounters in the session or several sessions. IF your entire adventure is made of ONE combat encounter, ie not dungeon crawls and/or adventures that span multiple sessions with multiple encounters MAYBE your analysis is valid. But that generally isnt the case for DnD. So IF they use this feature on ONE encounter, that's it. And so, I think more than not, people will hold from using it, fine, rather than waste it to null out medium challenges. Further, that assumes that the DM doesnt run hard or even deadly challenges as the norm. There is almost no case where one character, no matter how powerful will be able to eliminate the cooperative element of the game. Its just not realistic. And certainly less with one feature. Sure maybe in a single encounter a Paladin might be able to go super nova (and still will cause F that Smite nerf) or a Monk can stun lock a single target if lucky (and still will cause F that SS nerf) but when you get to higher play we are talking about multiple high level threats. Go back to older edition modules....I think the issue really stems in the fact that modern DD modlules and DMs do not not know how to create encounters....and the monsters are weak ass F.
@InsightCheck2 ай бұрын
OK
@loganreidy70552 ай бұрын
Even if you don't use Hallow there are many spells you can cast that really unbalance the game. In the playtest Prayer of Healing gives a short rest + some healing which could completely invalidate long combat heavy stretches of gameplay with limited short rests. The monks get more ki than they should, warlocks double their spell slots, fighters get more second winds ETC. Also let's not pretend like significantly weakening the BBEG is negligible difference in gameplay. Even if you have 4+ combats per long rest making one of them way easier will have an impact on the rest of them. At 10th level only the cleric can consistently have such a big impact on gameplay, while still retaining a 5th level spell slot. What's more is that this feature will always be good even at level 20
@shadowmancer992 ай бұрын
@@loganreidy7055And I fail to see that as a problem...the PT as you level is to GET powerful abilities...if it makes ONE fight easier, its NOT that big a deal...people over blow this. And lets be honest, Monks getting more Ki wouldnt be game breaking, and hell neither would Warlocks getting a coulple more spell slots....hand wringing over nothing really...A fighter getting another second wind...lolololol....Look, when Wizards are able to cast Wish 10 times in a row with no downside, then we can talk....lol.