Ya, I seem to be mistaken on that point, I haven't played a Paladin myself and misread the smite spells. But what I have seen is both the smite spell, such as searing smite, and the divine smite paladin ability, being used together on the same attack. So you would use searing smite with the bonus action, make the attack action and then also use the divine smite class ability to deal additional damage on the attack. As it is currently set up, you wouldn't be able to use both. Am I mistaken in this? I appreciate the feedback Evandir.
If they implement Paladin smites the same way they have the Ranger's psuedo smites, then that's correct.
For example, Ensnaring Strike can't be used on the same turn as Hordebreaker like it can in 5e, which functions similarly to a Paladin attempting to nova(bonus action smite + divine smite.)
If they don't improve the way these spells are implemented, it's going to hurt the versatility of both these half casters very hard.
1. Here's how they work in 5e:
It costs a spellslot. It uses your bonus action and requires concentration. It is not used as part of an attack.
For the next minute, or until you lose concentration, if you hit an enemy with an attack, they are subjected to the spells effects.
Your attack may deal some extra damage, but if the enemy succeeds its saving throw, you pretty much wasted your spell slot, as the main benefit of these spells are their riders.
Conclusion: These spells are originally designed around only having 1 point of failure. The chances of the caster not hitting an enemy within a minute of casting are fairly low.
It's possible that the caster could lose concentration from a concentration check, but that would have ended the effect of the rider anyway.
The true point of failure that these spells are balanced around are the spell saves they require. Half casters can't usually afford to have a high spellcasting modifier, so it's already a risk to spend spellslots on these kinds of spells compared to Hunter's Mark/ Divine Smite, which have guaranteed value.
2. Here's how they currently work in BG3:
It costs a spellslot. It uses your action as part of an attack, meaning that you can't use them in conjunction with Hordebreaker, sneak attack, divine smite, etc.
You have to hit your first attack, or you just wasted your spellslot.
Your attack may deal some extra damage, but if the enemy succeeds its saving throw, you pretty much wasted your spell slot, as the main benefit of these spells are their riders.
Conclusion: This method allows 2 points of failure and requires the player to make a conscious choice between a guaranteed effect, like Hordebreaker/sneak attack, and the burning of a spellslot for a spell with a high risk of failure.
Half casters have limited spellslots and a low Spellsave DC, so these already situational spells became even less reliable, which will push players away from them and lead to more one-dimensional playstyles.