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D&D 6th edition - What do you want to see?
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<blockquote data-quote="doctorbadwolf" data-source="post: 7793429" data-attributes="member: 6704184"><p>The pet dies, it takes 8 hours to get it back, meaning you get it back less often than per long rest. It's pretty simple. Most groups aren't going to want to wait 16 hours for you to get your pet back and take a long rest. </p><p></p><p>It also isn't balanced, at all, to have a benefit that isn't actually stronger than other subclasses, where you can lose literally your entire subclass for at least the rest of the adventuring day, because a fireball killed a wolf.</p><p></p><p>As for focusing on combat, that is what is being compared. I did acknowledge the exploration benefits. They are less than the Find Familiar spell. By a significant margin. </p><p></p><p>A creature with HP roughly comparable to the lower HP classes, and at-level attack and AC numbers, with less damage at most levels (until it gets to attack twice, a wolf is a couple points higher damage than a rogue who isn't getting their SA and has no way to get a second attack, because it adds your Proficiency mod to damage. Which means it does much, much, <em>much</em> less damage than any member of any class does per round, as it should.), and nothing else, <em>is objectively not comparable to a PC. </em>It's that simple. If you can't admit that, there's no point in continuing this. 4 times ranger level HP is not comparable to a PC, which means that the <em>pet loses defensive power as you level.</em> It doesn't maintain it's power level, it gets weaker and weaker. </p><p></p><p>PC HP by level and monster damage by CR are tuned to eachother in a rising scale. The pet has to either have HP that allows it to survive monster damage at a given level, or the ability to be regained (whether the same pet or a new one) more easily than effectively taking a 16 hour long rest, or it isn't capable of being more than a liability in combat. It is that simple. At higher levels, even tougher pets can insta-die on a successful save against a trap or AoE that isn't even aimed at them specifically.</p><p></p><p>With a creature that is very clearly intended to participate in combat, this isn't working as intended. </p><p></p><p>For further evidence, see how they've built pets for subclasses since then. They avoided it for a long time, and now they have provided pets that have a decent chance of survival on successful saves, can be regained by spending a level 1 spell slot, and accomplish their goals using much simpler rules.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7793429, member: 6704184"] The pet dies, it takes 8 hours to get it back, meaning you get it back less often than per long rest. It's pretty simple. Most groups aren't going to want to wait 16 hours for you to get your pet back and take a long rest. It also isn't balanced, at all, to have a benefit that isn't actually stronger than other subclasses, where you can lose literally your entire subclass for at least the rest of the adventuring day, because a fireball killed a wolf. As for focusing on combat, that is what is being compared. I did acknowledge the exploration benefits. They are less than the Find Familiar spell. By a significant margin. A creature with HP roughly comparable to the lower HP classes, and at-level attack and AC numbers, with less damage at most levels (until it gets to attack twice, a wolf is a couple points higher damage than a rogue who isn't getting their SA and has no way to get a second attack, because it adds your Proficiency mod to damage. Which means it does much, much, [I]much[/I] less damage than any member of any class does per round, as it should.), and nothing else, [I]is objectively not comparable to a PC. [/I]It's that simple. If you can't admit that, there's no point in continuing this. 4 times ranger level HP is not comparable to a PC, which means that the [I]pet loses defensive power as you level.[/I] It doesn't maintain it's power level, it gets weaker and weaker. PC HP by level and monster damage by CR are tuned to eachother in a rising scale. The pet has to either have HP that allows it to survive monster damage at a given level, or the ability to be regained (whether the same pet or a new one) more easily than effectively taking a 16 hour long rest, or it isn't capable of being more than a liability in combat. It is that simple. At higher levels, even tougher pets can insta-die on a successful save against a trap or AoE that isn't even aimed at them specifically. With a creature that is very clearly intended to participate in combat, this isn't working as intended. For further evidence, see how they've built pets for subclasses since then. They avoided it for a long time, and now they have provided pets that have a decent chance of survival on successful saves, can be regained by spending a level 1 spell slot, and accomplish their goals using much simpler rules. [/QUOTE]
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