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[HOMEBREW] Ranger Ideas +
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<blockquote data-quote="Xeviat" data-source="post: 9666431" data-attributes="member: 57494"><p>Bestow Curse is 3rd level for 1d8, but it lasts only a minute, has no rider (if you choose the damage option), but the damage applies to whenever you deal damage with an attack or spell so conceivably it could proc more if you're creative. Conjure Minor Elementals is 4th level for 2d8 and lasts 10 minutes, but it adds damage to all your attacks against any creature. Then it scales by 1d8 per level. Conceivably you could back track that in some way, but it makes level 1 for 1d6 feel too powerful? All while we have Divine Favor for 1d4 with no concentration.</p><p></p><p>Its probably fair to say a 1st level spells upcast in a 4th level slot should be worse than a 4th level spell, but maybe not? Preparation doesn't care about spell level, so they're competing for the same resources.</p><p></p><p>The trouble is that a TWFing ranger starts with 2 attacks and can have 4 at level 5 with one simple trick (a feat) when they can spare their bonus action for Dual Wielder, or 3 without their bonus action. Beastmaster can finagle more procs of HM at 11th level, while Warlock gets 4 Eldritch Blasts for showing up (even if they multiclass).</p><p></p><p>That's why I've been running myself ragged advocating for all damage riders to be 1/round, and I'm seeing echos of the designers original intent to use bonus actions to restrict class abilities.</p><p></p><p>Makes me wonder if concentration was too one size fits all. BG3 introduced the concept of an "Elixers slot", where Elixers are potions that last the full day but you can't stack them. Maybe we could have 1 self buff, and have concentration be saved for when you cast something on someone else or you're maintaining a zone area of effect; I don't even think spells that have a save to end them each round should have concentration, since that's multiple chances each round to end them my players often don't take them.</p></blockquote><p></p>
[QUOTE="Xeviat, post: 9666431, member: 57494"] Bestow Curse is 3rd level for 1d8, but it lasts only a minute, has no rider (if you choose the damage option), but the damage applies to whenever you deal damage with an attack or spell so conceivably it could proc more if you're creative. Conjure Minor Elementals is 4th level for 2d8 and lasts 10 minutes, but it adds damage to all your attacks against any creature. Then it scales by 1d8 per level. Conceivably you could back track that in some way, but it makes level 1 for 1d6 feel too powerful? All while we have Divine Favor for 1d4 with no concentration. Its probably fair to say a 1st level spells upcast in a 4th level slot should be worse than a 4th level spell, but maybe not? Preparation doesn't care about spell level, so they're competing for the same resources. The trouble is that a TWFing ranger starts with 2 attacks and can have 4 at level 5 with one simple trick (a feat) when they can spare their bonus action for Dual Wielder, or 3 without their bonus action. Beastmaster can finagle more procs of HM at 11th level, while Warlock gets 4 Eldritch Blasts for showing up (even if they multiclass). That's why I've been running myself ragged advocating for all damage riders to be 1/round, and I'm seeing echos of the designers original intent to use bonus actions to restrict class abilities. Makes me wonder if concentration was too one size fits all. BG3 introduced the concept of an "Elixers slot", where Elixers are potions that last the full day but you can't stack them. Maybe we could have 1 self buff, and have concentration be saved for when you cast something on someone else or you're maintaining a zone area of effect; I don't even think spells that have a save to end them each round should have concentration, since that's multiple chances each round to end them my players often don't take them. [/QUOTE]
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