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<blockquote data-quote="Flamestrike" data-source="post: 7120283" data-attributes="member: 6788736"><p>I ummed and ahhed on this one. Firstly only Hunter rangers get extra attack (2) at 11th level. Beastmasters and Slayers dont.</p><p></p><p>I spent ages playing around with an 11th level class feature to replace Multiattack (whirlwind attack/ volley) that would be mechanically on par with improved divine smite/ extra attack 2)/ 6th level spells and the other 'big' features all classes get at 1tth level.</p><p></p><p>As it stands Hunter rangers 11th level multiattack feature really sucks (volley is at best situationally useful, and whirlwind attack sucks badly to the point of being useless). The reason whirlwind attack sucks is because it needs 4+ adjacent creatures to be useful, and its rarely a good idea to hit 4 things once (you're better off wailing on one thing 3 times, and killing it, than 3 things once each and getting 3 attacks back in return)</p><p></p><p>The easiest balance was to simply allow Hunter rangers extra attack (2) as their multiattack feature at 11th level. 'Volley' is still an option (via several Ranger spells that do AoE arrow blasts).</p><p></p><p>Also this is adressed obliquely elsewhere; Fighters now access to have <strong>Weapon specialisation</strong> as their 'other' core schitck under these rules (+1 to hit, +2 to damage, special effect on a critical hit), and remain the only class that can get extra attack (3) and action surge (for 8 attacks per round). </p><p></p><p>All fighters gain extra attack (2) at 11th level (<em>plus</em> archetype features) - only 'Hunter' Rangers gain it at 11th level (and it represents their archetype feature). A Hunter Ranger 11 and Fighter 11 played side by side, will have enough difference (Fighters have action surge for 6 attacks, superiority dice or improved crit range or similar unique class features, plus weapon specialisation and heavy armor - hunter rangers rely on colossus slayer and hunters mark for damage). They might have the same attacks as a hunter ranger, but they can action surge for 3 more, are at +1 higher to hit, and +2 higher on damage, and triggering unique effects on a crit. </p><p></p><p></p><p></p><p>Im OK with that. This raises their HP/level to 6 (the same as a Fighter, Paladin or Ranger). Remember - they are forced to use the Druid spell list to choose their spells from (and are locked into the spells chosen as a Sorcerer, unlike a Druid who can change those spells at will over a rest) and that Druid list is weaker than the Sorcerer list is.</p><p></p><p>The Greenheart Sorcerer has the same AC as all sorcerers (13+Dex). If you look closely, <strong>every </strong>sorcerer archetype has this class feature at 1st level (aside from the Favored Soul, who gets medium armor and shields instead). It frees up a spell slot (and spell known) at 1st level that would normally be used on Mage Armor, giving sorcerers a little more flexibility and staying power at low level.</p><p></p><p></p><p></p><p>Because you're much better at fighting?</p><p></p><p>A Fighter 6 has 3 feats. (Lets go with: Weapon specialisation [greatsword], Warrior born [defence], and GWM). He's a battlemaster with (precise attack, riposte and tripping attack) and 1d8 as his superioirty dice, and GWS as his fighting style. Full Plate armor, greatsword. Second wind grants 1d10+6 every short rest, his AC is 19 and his HP are 52.</p><p></p><p>He attacks twice at +7 dealing 2d6+5 (re-roll 1's and 2's) plus GWM -5/+10 and bonus action cleave (and action surge for 4 attacks) staggering a creature he crits.</p><p></p><p>Even assuming a 16 in main stat, and a 12 in all others (bearing in mind, ability scores that high would be rare with 3d6 in order) how is a Greenblooded Sorcerer (6) casting from the Druid spell list a 'better fighter' than him?</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 7120283, member: 6788736"] I ummed and ahhed on this one. Firstly only Hunter rangers get extra attack (2) at 11th level. Beastmasters and Slayers dont. I spent ages playing around with an 11th level class feature to replace Multiattack (whirlwind attack/ volley) that would be mechanically on par with improved divine smite/ extra attack 2)/ 6th level spells and the other 'big' features all classes get at 1tth level. As it stands Hunter rangers 11th level multiattack feature really sucks (volley is at best situationally useful, and whirlwind attack sucks badly to the point of being useless). The reason whirlwind attack sucks is because it needs 4+ adjacent creatures to be useful, and its rarely a good idea to hit 4 things once (you're better off wailing on one thing 3 times, and killing it, than 3 things once each and getting 3 attacks back in return) The easiest balance was to simply allow Hunter rangers extra attack (2) as their multiattack feature at 11th level. 'Volley' is still an option (via several Ranger spells that do AoE arrow blasts). Also this is adressed obliquely elsewhere; Fighters now access to have [B]Weapon specialisation[/B] as their 'other' core schitck under these rules (+1 to hit, +2 to damage, special effect on a critical hit), and remain the only class that can get extra attack (3) and action surge (for 8 attacks per round). All fighters gain extra attack (2) at 11th level ([I]plus[/I] archetype features) - only 'Hunter' Rangers gain it at 11th level (and it represents their archetype feature). A Hunter Ranger 11 and Fighter 11 played side by side, will have enough difference (Fighters have action surge for 6 attacks, superiority dice or improved crit range or similar unique class features, plus weapon specialisation and heavy armor - hunter rangers rely on colossus slayer and hunters mark for damage). They might have the same attacks as a hunter ranger, but they can action surge for 3 more, are at +1 higher to hit, and +2 higher on damage, and triggering unique effects on a crit. Im OK with that. This raises their HP/level to 6 (the same as a Fighter, Paladin or Ranger). Remember - they are forced to use the Druid spell list to choose their spells from (and are locked into the spells chosen as a Sorcerer, unlike a Druid who can change those spells at will over a rest) and that Druid list is weaker than the Sorcerer list is. The Greenheart Sorcerer has the same AC as all sorcerers (13+Dex). If you look closely, [B]every [/B]sorcerer archetype has this class feature at 1st level (aside from the Favored Soul, who gets medium armor and shields instead). It frees up a spell slot (and spell known) at 1st level that would normally be used on Mage Armor, giving sorcerers a little more flexibility and staying power at low level. Because you're much better at fighting? A Fighter 6 has 3 feats. (Lets go with: Weapon specialisation [greatsword], Warrior born [defence], and GWM). He's a battlemaster with (precise attack, riposte and tripping attack) and 1d8 as his superioirty dice, and GWS as his fighting style. Full Plate armor, greatsword. Second wind grants 1d10+6 every short rest, his AC is 19 and his HP are 52. He attacks twice at +7 dealing 2d6+5 (re-roll 1's and 2's) plus GWM -5/+10 and bonus action cleave (and action surge for 4 attacks) staggering a creature he crits. Even assuming a 16 in main stat, and a 12 in all others (bearing in mind, ability scores that high would be rare with 3d6 in order) how is a Greenblooded Sorcerer (6) casting from the Druid spell list a 'better fighter' than him? [/QUOTE]
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