10/11/2023 0 Comments Conjure queen conquer spell![]() The Bound Bow is especially strong, allowing the Dragonborn to equip an ethereal Daedric Bow and a hundred Daedric Arrows for two minutes. As I said, yes you could buff everything, but in the end what becomes "the best" just changes due to power creep.The second-best Skyrim spell in Conjuration magic is any Bound Weapon. But it's naive WOTC will revise them to a point of competing with conjure animals, which is far stronger than fireball. Martial (warrior) classes need not just a buff, but a new mechanic that scales with spellcasters.Īs for high level, once classes are better balance, they can consider increasing the difficulty of higher CR monsters.Įxactly. Buffing is good too, but a lot of the time, it's better to just nerf the OP option so the entire game doesn't get power creepįireball outshines martial characters. We need to nerf casters, need to nerf overpowered spells, and in general just make the game playable. High level is basically unplayable with it's balance at this point and it's absurd no one wants to fix it because "oh I hate nerfs". And it's only one example of absurdly terrible game design in 5e. Conjure Animals literally outshines every martial character in the entire game. We're at a point in which we need to nerf players. There you go, good call, like a toned down lower level insect plague. Since you're summoning a horde of physical animals in that one.īut yeah, having a horde spell that summons a damaging mass like spirit guardians or insect plague, and a spell that only summons one or two beasts would be reasonable. I actually think it'd be closer to insect plague, flavour-wise. One for hoards, and the other for summoning one creature ![]() I'd say the spirit guardians idea is great overall! Maybe split it into two spells if that would be a thing though. I could see a compromise where you could summon one or two larger beasts that act on your turn, OR a swarm of smaller ones that are treated as a spell effect like Spirit Guardians. Yeah that seems to be the biggest problem most people have. That eliminates the cheese and unbalanced damage/abilities you get when you allow players to summon things like raptors. Just cut the options to summon many low CR creatures and keep the CR1 and 2 options. ![]() It shouldn't bog down the game too badly with only 8 or fewer summons that the player already knows what they do. This actually does nerf the spells when cast higher than 7th level, but I think it's fair. (Total CR 2 at base casting, +1 for every level upcast). Maybe adjust up casting to not increase the maximum number of creatures, just increase the total CR budget that can be summoned. That way the player will already have the stats ready. In that case rather than make it chosen by DM, let the players pick what gets summoned, but limit the options to specific creatures. Namely how they can bog down combat because of managing 8+ beasts.Īnd (this is especially the case with conjure woodland beings, where the DM has a more vested interest in enforcing it) the player technically doesn't even get to choose what they summon. The issue expressed about them has always been the logistics of using them in combat. The issue has never been them breaking the game. Otherwise leave them be, the spells don't break the game, and I am opposed to nerfing players. ![]() Make them share your initiative and require a bonus action to command, maybe add an expensive material component. Phandelver and Below: The Shattered Obelisk Mordenkainen Presents: Monsters of the Multiverse
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