| Brett Blackwell |
Just tossing out a couple changes our group has decided to include from some pre-playtest conversations and a little bit of actual playtest (only one session so far).
Channel Energy - This one came from actual gameplay. The DM feels that the 1d6 healing is too low and has decided to play (for now at least) with a +1 per cleric level bonus to the roll. So, a first level cleric heals 1d6+1 and a 3rd heals 2d6+3 for example.
Smite - this has been a sticking point for me when it comes to Paladins for quite some time and our pre-playtesting conversations came up with a possibly solution we are going to try out. The Smite Evil ability (and similar domain powers like Battle Smite for the War domain) are going to be treated as 3-round "charges". Basically, if a Paladin (or Cleric of War) decides to use their smite ability, they declare it and it "charges" their weapon. The weapon stays charged for 3 rounds or until a successful attack is made, whichever comes first. This will give the Paladins the chance to use one of their abilities without fearing wasting it just because of a bad dice roll, especially since they get so few of them. If they can't land a successful attack in 3 rounds, then the "charge" dissipates and the ability is lost.
Thoughts? We didn't really get too much done in our first session, so hopefully I will be able to start posting actual playtest info from our next one.