Originally Posted by mrfuji3
The key phrasing here is "Fighter-paladins" and "in the right conditions." You have to multiclass, which slows your progression in each class and in getting ASIs. And you use limited resources (Action Surge?), so you can't just do this all the time. ... Being able to cast multiple spells per turn under specific conditions is different than blanket permission to always cast a spell & bonus action spell every turn.

As I said,

Originally Posted by Niara
I make that example, because the main "official" response for why the bonus action casting limitation exists, from WotC, was to make a statement about it being a gate against novaing spell slots... Said while even pure paladins can nova three spell slots per turn at bare minimum, freely [(So, Yes, every turn, until their limited resources run out, just like casters)].... or, to use a more pointed example, walk up to a big bad monster, pump two spells slots into it, and then misty step away out of its range, perfectly legally [(Once again, yes, every turn, as long as they've got the resources for it, just like casters]). If the wizard wants to spend two of their limited resource slots in one turn just to balance their standard offence with some precautions, that is in no way over-balanced.

But, whereas the caster doesn't even get this same baseline, because of an extra arbitrary rule, they also CANNOT, even in the right conditions, achieve the same degree of magical nova. Not even remotely close to it. so it makes the WotC response to WHY the Ba rule exists being to prevent resource novaing seem entirely disingenuous and fallacious.

Originally Posted by mrfuji3
Healing Word at higher levels is primarily used as a way to get party members up from dying. It's the ~most effective way to do so, given it has a 30ft range, is a bonus action, and only a 1st level slot.

RAW, casters have to choose between getting someone up and doing minimal damage that turn (via a cantrip), or casting a high level spell. This choice adds to tactical decision making during combat, and it would be significantly less interesting/tense if casters could cast Healing Word and Fireball.

That's certianly not been my experience. At higher levels, having sub ten Hp in a situation where characters have been knocked down is asking for the risk of traumatic death, and at the very least a swift trip back to unconsciousness. Begin able to get them up again so that they don't miss their turns, but still remain in a tense situation where everything feels increasingly close to the wire of life and death adds to the experience, generally speaking, and does not detract from the dramatic tension. Characters still have to make the choice about how to use their resources, and how to use up the economy of their turn, and those choices are still meaningful.

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That said...

The topic of this thread is about using your Action to use Bonus Action abilities and spells, in relation to BG3... so we've strayed a bit off topic, and I will probably choose not to engage the above topic any further in this thread (though people can feel free to message me if you like)

Bonus: Ding! Ahievement Unlocked: A Hill To Die On (You discovered one of Niara's particularly strongly felt opinions that divert from core rules)