I'm honestly feeling that a bad job was done with Clerics and their Channel Divinity Feature, both in the number of times they can use it and the precise effectiveness. Some thoughts I had were what if Turning Undead was a sustained effort that required concentration? What if you could use Channel Divinity at least twice a day when first gaining it, for the base? And certainly the undead CR subject to Destruction (which is itself still dependent on a saving throw) needs to be increased.
However, these are all my independent thoughts as I review things for the two games I'm currently only at a low level of running. (It's backed up by at least 15 years of playing D&D in prior editions, however, dating back to AD&D 2nd Edition back in the 90's) With all that in mind, I understand the power level of our Heroes have been reduced, so that they are now "heroes" that have to whisper whenever they brag. I'm curious how others feel about this one aspect (Channel Divinity) and how those that do at least partially agree have made their own peace with it, or other design philosophies they might otherwise disagree with? And I'm also of course interested in hearing from those that feel this somehow makes sense and is "balanced." Because I'm resigned to the current edition: I just wish this game still felt like D&D of prior editions, rather than a washed up revision that was better than nothing even if it's lost a lot of magic for me the DM. As stands, the heroes are so weak, I couldn't imagine putting them up against anything other than a bag of stats and lame attacks like this editions Orcus, who barely qualifies as a monster to my eye.
You get channel divinity uses back on short rest. The game assumes 2 SR per day, so 3 times per day at level 2. So it is already more than what you are suggesting it be buffed to.
Channel Divinity can be used per short rest, so if you follow the guidelines of 2-3 short rests per day a cleric can Channel Divinity 3-4 times per day.
If you want to fit more uses in, the DMG has optional rest rules for "Epic Heroism". Basically a short rest becomes 5 minutes of catching your breath and a long rest becomes a one hour lunch break. It also has a rule for "Hero Points" that the players can use to improve their rolls. If you think your players are too weak, this section might be interesting. :-)
Oh, and "Healing Surges" can also turn your heroes a lot stronger than they would normally be.
Sorry for all the edits, I jus keep finding stuff that might be interesting. :D
The AngryGM has a nice article about how to set up proper boss fights in 5e (skip the long, rambling introduction if you don't like it. I think the mechanical interesting part starts at "A tale of two Snakes")
You get channel divinity uses back on short rest. The game assumes 2 SR per day, so 3 times per day at level 2. So it is already more than what you are suggesting it be buffed to.
No, sadly, it really isn't. I was already thinking of the short rests.
Channel Divinity can be used per short rest, so if you follow the guidelines of 2-3 short rests per day a cleric can Channel Divinity 3-4 times per day.
If you want to fit more uses in, the DMG has optional rest rules for "Epic Heroism". Basically a short rest becomes 5 minutes of catching your breath and a long rest becomes a one hour lunch break. It also has a rule for "Hero Points" that the players can use to improve their rolls. If you think your players are too weak, this section might be interesting. :-)
Oh, and "Healing Surges" can also turn your heroes a lot stronger than they would normally be.
Sorry for all the edits, I jus keep finding stuff that might be interesting. :D
The AngryGM has a nice article about how to set up proper boss fights in 5e (skip the long, rambling introduction if you don't like it. I think the mechanical interesting part starts at "A tale of two Snakes")
Thanks @ Naresea. I probably won't have anything to do with TheAngryGM as he more or less reaffirms many of my own feelings and finds new subjects me to grind my teeth on. The Monsters know what they're doing is a decent blog that also isn't purely in WotC's pocket. Suggestions are made here and there to edit monsters. Overall, I've just been feeling down about the state of D&D I returned to in 5e and can't imagine not desiring quite a bit of homebrew changes, but I appreciate thoughts towards optimizing characters and encounters.
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I'm honestly feeling that a bad job was done with Clerics and their Channel Divinity Feature, both in the number of times they can use it and the precise effectiveness. Some thoughts I had were what if Turning Undead was a sustained effort that required concentration? What if you could use Channel Divinity at least twice a day when first gaining it, for the base? And certainly the undead CR subject to Destruction (which is itself still dependent on a saving throw) needs to be increased.
However, these are all my independent thoughts as I review things for the two games I'm currently only at a low level of running. (It's backed up by at least 15 years of playing D&D in prior editions, however, dating back to AD&D 2nd Edition back in the 90's) With all that in mind, I understand the power level of our Heroes have been reduced, so that they are now "heroes" that have to whisper whenever they brag. I'm curious how others feel about this one aspect (Channel Divinity) and how those that do at least partially agree have made their own peace with it, or other design philosophies they might otherwise disagree with? And I'm also of course interested in hearing from those that feel this somehow makes sense and is "balanced." Because I'm resigned to the current edition: I just wish this game still felt like D&D of prior editions, rather than a washed up revision that was better than nothing even if it's lost a lot of magic for me the DM. As stands, the heroes are so weak, I couldn't imagine putting them up against anything other than a bag of stats and lame attacks like this editions Orcus, who barely qualifies as a monster to my eye.
And yeah, I'm feeling kind of bitter.
You get channel divinity uses back on short rest. The game assumes 2 SR per day, so 3 times per day at level 2. So it is already more than what you are suggesting it be buffed to.
Channel Divinity can be used per short rest, so if you follow the guidelines of 2-3 short rests per day a cleric can Channel Divinity 3-4 times per day.
If you want to fit more uses in, the DMG has optional rest rules for "Epic Heroism". Basically a short rest becomes 5 minutes of catching your breath and a long rest becomes a one hour lunch break. It also has a rule for "Hero Points" that the players can use to improve their rolls. If you think your players are too weak, this section might be interesting. :-)
Oh, and "Healing Surges" can also turn your heroes a lot stronger than they would normally be.
https://www.dndbeyond.com/sources/dmg/dungeon-masters-workshop
Sorry for all the edits, I jus keep finding stuff that might be interesting. :D
The AngryGM has a nice article about how to set up proper boss fights in 5e (skip the long, rambling introduction if you don't like it. I think the mechanical interesting part starts at "A tale of two Snakes")
https://theangrygm.com/return-of-the-son-of-the-dd-boss-fight-now-in-5e/
And this blog has some good tips on how to run the monsters in a way that will make them feel unique and threatening:
http://themonstersknow.com/
No, sadly, it really isn't. I was already thinking of the short rests.
naresea
Thanks @ Naresea. I probably won't have anything to do with TheAngryGM as he more or less reaffirms many of my own feelings and finds new subjects me to grind my teeth on. The Monsters know what they're doing is a decent blog that also isn't purely in WotC's pocket. Suggestions are made here and there to edit monsters. Overall, I've just been feeling down about the state of D&D I returned to in 5e and can't imagine not desiring quite a bit of homebrew changes, but I appreciate thoughts towards optimizing characters and encounters.