Best for... what? It's pretty useless as a ranged attack, or for passing ability checks, or distracting guards, or finding creative solutions to a problem
It can be used just fine with ranged weapons. Though, to really "exploit" it you need to combine it with a martial weapon, a fighting style, a weapon mastery...and other stuff that's awkward to optimally stack on a spellcaster.
Mostly, I think people don't like that, with a good weapon, it kinda outruns the other damage cantrips except at the highest levels, and it gets the option for a really "good" damage type.
It provides both a melee attack and a ranged attack using your spellcasting modifier both of which deal more damage than any other cantrip until tier 3 play and it is a damage type that is least likely to be resisted by enemies than any other available as a cantrip. [Eldritch blast is obviously an exception here but since it's warlock-only it isn't a relevant comparator]. Hence it is the clear winner for damage dealing cantrip, and every spellcaster than can get it is almost certainly going to take it. Thus the days of a caster using a wand or a staff is gone, and casters are walking around with swords and bows just like any martial.
Uh huh...
I'm currently in a 2024 campaign with a Wizard who is most definitely not using True Strike. Most players aren't building on pure numbers, and most of the time making a weapon attack just doesn't fit the caster image. You're also ignoring a) that save cantrips can bypass high AC enemies or just exploit a weak save and b) that most other cantrips have some secondary rider alongside their damage.
Best for... what? It's pretty useless as a ranged attack, or for passing ability checks, or distracting guards, or finding creative solutions to a problem
It can be used just fine with ranged weapons. Though, to really "exploit" it you need to combine it with a martial weapon, a fighting style, a weapon mastery...and other stuff that's awkward to optimally stack on a spellcaster.
Mostly, I think people don't like that, with a good weapon, it kinda outruns the other damage cantrips except at the highest levels, and it gets the option for a really "good" damage type.
It provides both a melee attack and a ranged attack using your spellcasting modifier both of which deal more damage than any other cantrip until tier 3 play and it is a damage type that is least likely to be resisted by enemies than any other available as a cantrip. [Eldritch blast is obviously an exception here but since it's warlock-only it isn't a relevant comparator]. Hence it is the clear winner for damage dealing cantrip, and every spellcaster than can get it is almost certainly going to take it. Thus the days of a caster using a wand or a staff is gone, and casters are walking around with swords and bows just like any martial.
Uh huh...
I'm currently in a 2024 campaign with a Wizard who is most definitely not using True Strike. Most players aren't building on pure numbers, and most of the time making a weapon attack just doesn't fit the caster image. You're also ignoring a) that save cantrips can bypass high AC enemies or just exploit a weak save and b) that most other cantrips have some secondary rider alongside their damage.
Plus there are sooo many spells that just flat out do more damage than true strike. Why do 2d8 damage to one target when at the same level I can do 8d6 damage to multiple with fireball?
Mostly, I think people don't like that, with a good weapon, it kinda outruns the other damage cantrips except at the highest levels, and it gets the option for a really "good" damage type.
There's a wide, wide chasm between "it's a good damage cantrip if you use it with the right weapon" and "the optimized meta means everyone is playing gishes"
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Plus there are sooo many spells that just flat out do more damage than true strike. Why do 2d8 damage to one target when at the same level I can do 8d6 damage to multiple with fireball?
It's not actually as different as you think. At 5th level, True Strike typically deals: 1d8+4+1d6 = 12 damage. A second level damage dealing spell typically does ~3d8 damage = 13.5 damage. Sure 2x a day you could blast with your 3rd level spells but unless you are at some very odd table that only does 2 rounds of combat per adventuring day, True Strike is often your best option once your 3rd level slots are expended.
Mostly, I think people don't like that, with a good weapon, it kinda outruns the other damage cantrips except at the highest levels, and it gets the option for a really "good" damage type.
There's a wide, wide chasm between "it's a good damage cantrip if you use it with the right weapon" and "the optimized meta means everyone is playing gishes"
Every optimizer / power gamer at every one of my tables is playing a gish (except for one who played an optimized grappler and rage-quit when 5.5e destroyed his character), about 80% of them use Booming Blade routinely - True Strike is a lot less bad for the game than BB I will fully admit but the original point was the blade cantrips in general which IMO have been bad for the game. Sure there are plenty of players who aren't optimizers / power gamers who play other things, but at lot of them after seeing the power of the optimized gishes then build a similar gish for their next character.
You're also ignoring a) that save cantrips can bypass high AC enemies or just exploit a weak save and b) that most other cantrips have some secondary rider alongside their damage.
Save cantrips are less likely to deal damage compared to attack cantrips against most enemies. The only one I've seen players use routinely is Mind Sliver because INT saves are the worse for low-mid tier enemies, thus it's the only one with comparable accuracy to attack cantrips. And that's before considerng that attack cantrips can benefit from Advantage which massively increases their hit-rate compared to save cantrips.
The secondary riders for many of them almost never actually make a difference. The only one that routinely gets triggered is Vicious Mockery which is why that cantrip does piddly damage.
but at lot of them after seeing the power of the optimized gishes then build a similar gish for their next character.
That has not been my experience
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Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid) PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Plus there are sooo many spells that just flat out do more damage than true strike. Why do 2d8 damage to one target when at the same level I can do 8d6 damage to multiple with fireball?
It's not actually as different as you think. At 5th level, True Strike typically deals: 1d8+4+1d6 = 12 damage. A second level damage dealing spell typically does ~3d8 damage = 13.5 damage. Sure 2x a day you could blast with your 3rd level spells but unless you are at some very odd table that only does 2 rounds of combat per adventuring day, True Strike is often your best option once your 3rd level slots are expended.
And firebolt does 11, without putting you on the front line.
Also, those second-level spells doing ~3d8 are either area effect, or have significant rider effects. And usually are save for half, which ups your average damage over "miss and do nothing".
Even the first-level spells are comparable or have significant side effects. Magic missile averages 10.5, which is better than your 12-damage true strike that misses at least 1/4 of the time.
If you're insistent on only using attack-roll spells because of saving throws, you're better off throwing chromatic orb, guiding bolt, witch bolt, and scorching ray around than immediately relying on weapon cantrips.
Every optimizer / power gamer at every one of my tables is playing a gish (except for one who played an optimized grappler and rage-quit when 5.5e destroyed his character), about 80% of them use Booming Blade routinely - True Strike is a lot less bad for the game than BB I will fully admit but the original point was the blade cantrips in general which IMO have been bad for the game. Sure there are plenty of players who aren't optimizers / power gamers who play other things, but at lot of them after seeing the power of the optimized gishes then build a similar gish for their next character.
Is that really "gishes are head and shoulders the best", or is it "gishes are the most interesting for people who like to optimize"? Seems to me there's very little to optimize in a straight caster. (I'm sure I'm wrong, but I don't want to spend more than about 30 seconds thinking about it.)
But, either way, somebody who doesn't optimize is going to get overshadowed by the players who are, no matter what the optimizers are doing. If there's a problem, it's not that gishes are the local equilibrium for optimizing.
In most groups, there's nobody doing any such thing, and the class ecosystem is just fine.
Plus there are sooo many spells that just flat out do more damage than true strike. Why do 2d8 damage to one target when at the same level I can do 8d6 damage to multiple with fireball?
It's not actually as different as you think. At 5th level, True Strike typically deals: 1d8+4+1d6 = 12 damage. A second level damage dealing spell typically does ~3d8 damage = 13.5 damage. Sure 2x a day you could blast with your 3rd level spells but unless you are at some very odd table that only does 2 rounds of combat per adventuring day, True Strike is often your best option once your 3rd level slots are expended.
And firebolt does 11, without putting you on the front line.
Also, those second-level spells doing ~3d8 are either area effect, or have significant rider effects. And usually are save for half, which ups your average damage over "miss and do nothing".
Even the first-level spells are comparable or have significant side effects. Magic missile averages 10.5, which is better than your 12-damage true strike that misses at least 1/4 of the time.
If you're insistent on only using attack-roll spells because of saving throws, you're better off throwing chromatic orb, guiding bolt, witch bolt, and scorching ray around than immediately relying on weapon cantrips.
So less damage of a less reliable type. And while the range of fire bolt is greater than the normal range of light crossbows, the long range of the crossbow is far greater, so I'd call it a tie with respect to range. Even though the difference isn't huge, I still think it's a shame that the highest damage cantrip for non-warlocks is a weapon one.
And comparing cantrips to first level spells is a bit pointless, as they are clearly different things.
As DM, I'm ruling True Strike is a weapon attack for a few different reasons:
+ The wording of the spell overrides the general rule for a Spell Attack:
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. [...]
And that text in blue is indeed the definition of a Weapon Attack: "A weapon attack is an attack roll made with a weapon."
+ If True Strike were a spell attack, why specify that use your spellcasting ability modifier for the attack roll? All spell attacks behave that way by default.
+ Requiring a weapon you're proficient with for the Material component is also a reason for me.
+ The wording for True Strike is very similar to Booming Blade and Green-Flame Blade. The 2014 Sage Advice Compendium notes that those spells tell you to make a melee attack with a weapon (True Strike also allows ranged attacks):
[...] What about unusual cases like the green-flame blade spell? The spell, which appears in the Sword Coast Adventurer’s Guide, tells you to make a melee attack with a weapon. Look at the table above, and you see that, under normal circumstances, you use your Strength modifier when you make a melee weapon attack. It doesn’t matter that a spell told you to attack. If a spell expects you to make a spell attack, the spell’s description says so. For examples, take a look at fire bolt and ray of frost. Both say it—“spell attack.”
Introduced in the Sword Coast Adventurer’s Guide , the green-flame blade and booming blade spells pose a number of questions, because they each do something unusual: require you to make a melee attack with a weapon as part of the spell’s casting.
First, each of these spells involves a normal melee weapon attack, not a spell attack, so you use whatever ability modifier you normally use with the weapon. (A spell tells you if it includes a spell attack, and neither of these spells do.) For example, if you use a longsword with green-flame blade, you use your Strength modifier for the weapon’s attack and damage rolls. [...]
I think the reason why True Strike doesn't have this duality is simply because it would shatter Bounded Accuracy. It's already too easy to stack bonuses to your spell attack modifiers. Imagine if on top of that, you could also stack the bonuses from you magic weapons... I don't want to hear I players say: "I cast True Strike... Does a 39 hit?"
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Uh huh...
I'm currently in a 2024 campaign with a Wizard who is most definitely not using True Strike. Most players aren't building on pure numbers, and most of the time making a weapon attack just doesn't fit the caster image. You're also ignoring a) that save cantrips can bypass high AC enemies or just exploit a weak save and b) that most other cantrips have some secondary rider alongside their damage.
Plus there are sooo many spells that just flat out do more damage than true strike. Why do 2d8 damage to one target when at the same level I can do 8d6 damage to multiple with fireball?
There's a wide, wide chasm between "it's a good damage cantrip if you use it with the right weapon" and "the optimized meta means everyone is playing gishes"
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
It's not actually as different as you think. At 5th level, True Strike typically deals: 1d8+4+1d6 = 12 damage. A second level damage dealing spell typically does ~3d8 damage = 13.5 damage. Sure 2x a day you could blast with your 3rd level spells but unless you are at some very odd table that only does 2 rounds of combat per adventuring day, True Strike is often your best option once your 3rd level slots are expended.
Every optimizer / power gamer at every one of my tables is playing a gish (except for one who played an optimized grappler and rage-quit when 5.5e destroyed his character), about 80% of them use Booming Blade routinely - True Strike is a lot less bad for the game than BB I will fully admit but the original point was the blade cantrips in general which IMO have been bad for the game. Sure there are plenty of players who aren't optimizers / power gamers who play other things, but at lot of them after seeing the power of the optimized gishes then build a similar gish for their next character.
Save cantrips are less likely to deal damage compared to attack cantrips against most enemies. The only one I've seen players use routinely is Mind Sliver because INT saves are the worse for low-mid tier enemies, thus it's the only one with comparable accuracy to attack cantrips. And that's before considerng that attack cantrips can benefit from Advantage which massively increases their hit-rate compared to save cantrips.
The secondary riders for many of them almost never actually make a difference. The only one that routinely gets triggered is Vicious Mockery which is why that cantrip does piddly damage.
Yes, that was my point
That has not been my experience
Active characters:
Edoumiaond Willegume "Eddie" Podslee, Vegetanian scholar (College of Spirits bard)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Peter "the Pied Piper" Hausler, human con artist/remover of vermin (Circle of the Shepherd druid)
PIPA - Planar Interception/Protection Aeormaton, warforged bodyguard and ex-wizard hunter (Warrior of the Elements monk/Cartographer artificer)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
And firebolt does 11, without putting you on the front line.
Also, those second-level spells doing ~3d8 are either area effect, or have significant rider effects. And usually are save for half, which ups your average damage over "miss and do nothing".
Even the first-level spells are comparable or have significant side effects. Magic missile averages 10.5, which is better than your 12-damage true strike that misses at least 1/4 of the time.
If you're insistent on only using attack-roll spells because of saving throws, you're better off throwing chromatic orb, guiding bolt, witch bolt, and scorching ray around than immediately relying on weapon cantrips.
Is that really "gishes are head and shoulders the best", or is it "gishes are the most interesting for people who like to optimize"? Seems to me there's very little to optimize in a straight caster. (I'm sure I'm wrong, but I don't want to spend more than about 30 seconds thinking about it.)
But, either way, somebody who doesn't optimize is going to get overshadowed by the players who are, no matter what the optimizers are doing. If there's a problem, it's not that gishes are the local equilibrium for optimizing.
In most groups, there's nobody doing any such thing, and the class ecosystem is just fine.
So less damage of a less reliable type. And while the range of fire bolt is greater than the normal range of light crossbows, the long range of the crossbow is far greater, so I'd call it a tie with respect to range. Even though the difference isn't huge, I still think it's a shame that the highest damage cantrip for non-warlocks is a weapon one.
And comparing cantrips to first level spells is a bit pointless, as they are clearly different things.
As mentioned (and proved) in the thread, it's debatable:
- Is the attack from True Strike both a Weapon and Spell Attack?
- True strike and Arcane Grimoire stack?
As DM, I'm ruling True Strike is a weapon attack for a few different reasons:
+ The wording of the spell overrides the general rule for a Spell Attack:
And that text in blue is indeed the definition of a Weapon Attack: "A weapon attack is an attack roll made with a weapon."
+ When a spell requires a "spell attack", it is explicitly stated (e.g. Chill Touch, Guiding Bolt, Fire Bolt, Shocking Grasp, Sorcerous Burst, or Spiritual Weapon). Sorcerous Burst originally didn't include this, but it was corrected via errata. For comparison, Swift Quiver is a good example: it doesn't include spell attacks, just weapon attacks.
+ If True Strike were a spell attack, why specify that use your spellcasting ability modifier for the attack roll? All spell attacks behave that way by default.
+ Requiring a weapon you're proficient with for the Material component is also a reason for me.
+ The wording for True Strike is very similar to Booming Blade and Green-Flame Blade. The 2014 Sage Advice Compendium notes that those spells tell you to make a melee attack with a weapon (True Strike also allows ranged attacks):
I think the reason why True Strike doesn't have this duality is simply because it would shatter Bounded Accuracy. It's already too easy to stack bonuses to your spell attack modifiers. Imagine if on top of that, you could also stack the bonuses from you magic weapons...
I don't want to hear I players say: "I cast True Strike... Does a 39 hit?"