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Official D&D Errata Updated (Nov 2018)
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<blockquote data-quote="MostlyHarmless42" data-source="post: 7765063" data-attributes="member: 6845520"><p>The main problem with the beastmaster has always been two things that both stem from how the health of the pet is calculated. First, certain pets are just outright mechanically better options because the base monsters cr considers how much health they have while the ranger's pet does not, so defensive "meatshield" type pets end up with the same amount of health as a glass cannon pet but severely less offense. </p><p></p><p>Second, and more of a concern, is pet survivability. Ranger pets don't have all that much health at mid to high levels. What kills them isn't monsters taking swings at them, but when the DM carelessly throws fireballs, pit traps, or other sorts of partywide AOE damage without considering if poor Fluffy the ranger's precious wolf from level 3 and beloved mascot of the party will outright die from it or not, and even if it does it becomes incredibly difficult to heal when the party takes a short rest at 10th level and said pet has at most 3d8 hit dice to heal with. It forces the range to spend all their spell slots on healing their pet or beg the cleric to use spell slots, and this is to say nothing about how the pet can't be raised easily if it (inevitably) dies. Pact of the chain warlocks dont lose all of their subclass features of their familiar dies, they just spend an hour to bring it back. The ranger has to find a 5th level cleric, 300g in diamonds, and hope to help they have an intact body, or derail half the session to go find and train a new pet while the party waits. </p><p></p><p>The offense has always been fine (albeit whether trading attacks to let the pet do theirs is a whole subject of debate for if it is "fun" or not. Auto dodge action on the part of the pet is just a bandaid fix without scaling hit dice to help it heal.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 7765063, member: 6845520"] The main problem with the beastmaster has always been two things that both stem from how the health of the pet is calculated. First, certain pets are just outright mechanically better options because the base monsters cr considers how much health they have while the ranger's pet does not, so defensive "meatshield" type pets end up with the same amount of health as a glass cannon pet but severely less offense. Second, and more of a concern, is pet survivability. Ranger pets don't have all that much health at mid to high levels. What kills them isn't monsters taking swings at them, but when the DM carelessly throws fireballs, pit traps, or other sorts of partywide AOE damage without considering if poor Fluffy the ranger's precious wolf from level 3 and beloved mascot of the party will outright die from it or not, and even if it does it becomes incredibly difficult to heal when the party takes a short rest at 10th level and said pet has at most 3d8 hit dice to heal with. It forces the range to spend all their spell slots on healing their pet or beg the cleric to use spell slots, and this is to say nothing about how the pet can't be raised easily if it (inevitably) dies. Pact of the chain warlocks dont lose all of their subclass features of their familiar dies, they just spend an hour to bring it back. The ranger has to find a 5th level cleric, 300g in diamonds, and hope to help they have an intact body, or derail half the session to go find and train a new pet while the party waits. The offense has always been fine (albeit whether trading attacks to let the pet do theirs is a whole subject of debate for if it is "fun" or not. Auto dodge action on the part of the pet is just a bandaid fix without scaling hit dice to help it heal. [/QUOTE]
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