D&D (2024) Ranger playtest discussion

I think it would be super-fun if high level spells took multiple/many rounds to cast, and the martials had to protect them until complete.

It is not fun for the spellcaster if it is all they could do.

I think banishment has it right. Minor effect for 1 minute, concentration.
If you can concentrate until the end, boom.

Does not have to be 1 minute. 3 or 5 rounds as a doom clock would suffice.

Not having a different concentration spell up would probably enough of a cost.
If it is not, you could reduce the caster's movement speed to 0 too. Maybe limit them to only cast cantrips while they concentrate.
 

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Micah Sweet

Level Up & OSR Enthusiast
I opposed a hostile view towards players. @Micah Sweet was saying that rangers should suffer if the DM didn't tell them what terrains the campaign would take place in. That's not neutrality. And if it is, then I do think that type of "neutrality" is bad DMing.
That is not what I said, and if it came off that way I'm sorry (though your response still felt pretty hostile). I said the world doesn't have to reflect the PC choices. I explicitly mentioned having a session 0 so a gross mismatch is avoided.

Just because you personally always design your campaigns around your players doesn't mean that any other style is bad DMing. That an extraordinarily insulting view.
 


Arilyn

Hero
Rangers could also get an ability that a good survival roll practically let's them see into the past while examing tracks.

In their favoured terrain, they'd get bonuses that make them really scary predators.

They should have an intuitive sense of their natural surroundings, making them alert to traps and hard to fool with illusions.

A ranger can hide the groups' camp, making it more likely that they get an undisturbed rest.

With time a ranger could collect healing herbs. They have to be fresh to maintain benefits, so no hoarding them.

One problem, I see with Ranger design is that their basic abilities are forced into being realistic. This leads to comments that a fighter with survival skills is a ranger. But since other non spellcasting classes have over the top abilities, surely our ranger can too without needing spells.
 


Oh, sure. But I think some mechanics could be created to make such spells some kind of sustained test with decision-making along the way.

Of course. Or you use existing mechanics like concentration (which you had to use anyway simce you are casting a multiround spell, when doing it as you suggest), and then allow for something extra.

I am also totally in support of those mechanics. This is why I suggested, that every spell can be cast as ritual. Fireball cast by a circle of 3 level 3 casters as ritual. Now go out and stop them.
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
Of course. Or you use existing mechanics like concentration (which you had to use anyway simce you are casting a multiround spell, when doing it as you suggest), and then allow for something extra.

I am also totally in support of those mechanics. This is why I suggested, that every spell can be cast as ritual. Fireball cast by a circle of 3 level 3 casters as ritual. Now go out and stop them.

Sure.

AND I personally wouldn’t mind occasionally skipping 5 turns, knowing enemies will have advantage on attacks against me, while my teammates protect me, to get off spectacular spells. I think that would be fun. Fun to play, fun to imagine. (Same thing?)

YMMV.

(Maybe the spell builds each round, so the decision to make is whether to keep going or to let go with a partial effect.)
 

No. I meant all they could do while casting the spell. Would be unfun for the player to just wait till combat is over.
Seems like it'd be pretty implementation-dependent. The player has to select their spells in the first place, so presumably they'd be opting in to the multi-turn experience (whatever that looks like). As long as there are enough casting time options and the balance of cast time vs spell effect is in a good place, people would find ways to have their fun.
 

Sure.

AND I personally wouldn’t mind occasionally skipping 5 turns, knowing enemies will have advantage on attacks against me, while my teammates protect me, to get off spectacular spells. I think that would be fun. Fun to play, fun to imagine. (Same thing?)

YMMV.

(Maybe the spell builds each round, so the decision to make is whether to keep going or to let go with a partial effect.)
Incidentally pf2e has some spells like this. I think they all max out at 2 rounds, but there might be some decent existing templates to borrow.
 

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