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D&D 2024 Rules Oddities (Kibbles’ Collected Complaints)
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<blockquote data-quote="Chaosmancer" data-source="post: 9444016" data-attributes="member: 6801228"><p>Yeah, I've been doing the nick property. Funny thing, I don't think it is a problem that at level 17 I no longer need the vex property. Again, every character I've built in the 2024 rules to date (about six or seven? Lot of one-shot material) have used one mastery for melee one mastery for range.</p><p></p><p></p><p></p><p>Yes, if they do not use Hunter's Mark, they do not benefit from Hunter's Mark. I thought we all understood that.</p><p></p><p></p><p></p><p>I didn't think that this was difficult to understand, but okay. </p><p></p><p>Yes, if I am dual-wielding I have only two options. If I am obsessed with absolutely having the most number of weapon masteries in melee then I will have Nick and Vex. I have never been that obsessed with that. Because, sometimes.... you can't get into melee range. This may be shocking to you, but it does happen. So, in those cases, I would use a different weapon. And, personally, I like having a ranged mastery for that purpose. </p><p></p><p>So, if at 17th level I am ripping my bodice and wailing at the uncaring sky that Vex is now utterly useless to me... then I can just take Slow on the Longbow for those times that I wasn't able to get into melee range. Which, for me personally, is what I'd been doing since level 1 anyways. Now, does that change my math? Yes, fighting at range would look different than dual-wielding. I thought that was, again, obvious. </p><p></p><p>You seem to think this is some sort of "gotcha!". Like, "AHA! You cannot use all of your abilities on the same turn at the same time! Your position is invalid!!" But... I never claimed you could?</p><p></p><p></p><p></p><p>So for the majority of tables this will be completely fine.</p><p></p><p></p><p></p><p>Okay.... what if your beast isn't in range to attack anyone? What if there is nowhere you particularly want to teleport to? Also, Hex? Soo.... exactly the same as casting Hunter's Mark? </p><p></p><p>Sure, if you assume that you are playing a specific ranger, with specific abilities, in a specific situation where a specific ability is better than Hunter's Mark... then Hunter's Mark won't be a good choice. But that doesn't mean it will NEVER be the right choice. Maybe Chromescale already used their 1 free Misty step and can't use it again today. Maybe there is no where to teleport to and they want to save that teleportation for a more impactful moment. These things DO happen.</p><p></p><p></p><p></p><p>And for a level 1 ability, at level 10? That is good enough for me. It doesn't need to be better than "it might make sense in the right circumstances" at that level.</p><p></p><p></p><p></p><p>No, you don't. Because Short Sword and Hand Crossbow doesn't have the Short Sword using the text of Crossbow Expert. Again, you keep misunderstanding what I am saying, and repeating the situation back at me as though I was incorrect, and insisting that I'm factually wrong, when I am factually correct and you just are not understanding me.</p><p></p><p></p><p></p><p>Disagree</p><p></p><p></p><p></p><p>So, if you thought Hunter's Mark was a good spell, then this would be a good class design.</p><p></p><p></p><p></p><p>Yes, it is also very few.</p><p></p><p></p><p></p><p>I disagree with him about his conclusions. He focused on Hand Crossbow Crossbow Expert. When I mentioned this he responded to say that he values dealing damage while not being in danger of taking damage. I disagree with that position on two fronts. </p><p></p><p>1) If that were my position, then I would focus on Longbows to have the furthest possible range. Hand Crossbow range is still effectively in melee and therefore you are not much safer in general. </p><p></p><p>2) If I wanted damage, I am going to be looking into melee, and there is a VERY good build I feel with Dual-Wielding and Defensive Duelist. Who will have a high enough AC to be very tough and deal very, very good damage with Hunter's Mark active. </p><p></p><p>And while Find Familiar is nice, too many other classes focus on it with different buffs. I'd rather have something not featured by a bunch of other classes.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9444016, member: 6801228"] Yeah, I've been doing the nick property. Funny thing, I don't think it is a problem that at level 17 I no longer need the vex property. Again, every character I've built in the 2024 rules to date (about six or seven? Lot of one-shot material) have used one mastery for melee one mastery for range. Yes, if they do not use Hunter's Mark, they do not benefit from Hunter's Mark. I thought we all understood that. I didn't think that this was difficult to understand, but okay. Yes, if I am dual-wielding I have only two options. If I am obsessed with absolutely having the most number of weapon masteries in melee then I will have Nick and Vex. I have never been that obsessed with that. Because, sometimes.... you can't get into melee range. This may be shocking to you, but it does happen. So, in those cases, I would use a different weapon. And, personally, I like having a ranged mastery for that purpose. So, if at 17th level I am ripping my bodice and wailing at the uncaring sky that Vex is now utterly useless to me... then I can just take Slow on the Longbow for those times that I wasn't able to get into melee range. Which, for me personally, is what I'd been doing since level 1 anyways. Now, does that change my math? Yes, fighting at range would look different than dual-wielding. I thought that was, again, obvious. You seem to think this is some sort of "gotcha!". Like, "AHA! You cannot use all of your abilities on the same turn at the same time! Your position is invalid!!" But... I never claimed you could? So for the majority of tables this will be completely fine. Okay.... what if your beast isn't in range to attack anyone? What if there is nowhere you particularly want to teleport to? Also, Hex? Soo.... exactly the same as casting Hunter's Mark? Sure, if you assume that you are playing a specific ranger, with specific abilities, in a specific situation where a specific ability is better than Hunter's Mark... then Hunter's Mark won't be a good choice. But that doesn't mean it will NEVER be the right choice. Maybe Chromescale already used their 1 free Misty step and can't use it again today. Maybe there is no where to teleport to and they want to save that teleportation for a more impactful moment. These things DO happen. And for a level 1 ability, at level 10? That is good enough for me. It doesn't need to be better than "it might make sense in the right circumstances" at that level. No, you don't. Because Short Sword and Hand Crossbow doesn't have the Short Sword using the text of Crossbow Expert. Again, you keep misunderstanding what I am saying, and repeating the situation back at me as though I was incorrect, and insisting that I'm factually wrong, when I am factually correct and you just are not understanding me. Disagree So, if you thought Hunter's Mark was a good spell, then this would be a good class design. Yes, it is also very few. I disagree with him about his conclusions. He focused on Hand Crossbow Crossbow Expert. When I mentioned this he responded to say that he values dealing damage while not being in danger of taking damage. I disagree with that position on two fronts. 1) If that were my position, then I would focus on Longbows to have the furthest possible range. Hand Crossbow range is still effectively in melee and therefore you are not much safer in general. 2) If I wanted damage, I am going to be looking into melee, and there is a VERY good build I feel with Dual-Wielding and Defensive Duelist. Who will have a high enough AC to be very tough and deal very, very good damage with Hunter's Mark active. And while Find Familiar is nice, too many other classes focus on it with different buffs. I'd rather have something not featured by a bunch of other classes. [/QUOTE]
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D&D 2024 Rules Oddities (Kibbles’ Collected Complaints)
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