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Paladin and Ranger Are Backward
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<blockquote data-quote="steeldragons" data-source="post: 8254003" data-attributes="member: 92511"><p>Sure thing. I get that. Don't really have time to go through it all point-by-point, but a couple of things I wanted to be sure to answer...</p><p></p><p>Yes, I would definitely prefer having planar stuff gated off. But, as you point out, every campaign is different and some folks might have plane-jumping happening right away. So, it's really an "as you like it" kind of thing.</p><p></p><p>Right. Agreed. See above.</p><p></p><p></p><p></p><p></p><p>Totally get it, and like it. Not at all what I initially thought you meant. That's on me. Carry on.</p><p></p><p>That was my immediate thought, but since Resistance is -I'm guessing, 5e's endure elements- and it's a cantrip, and they don't get cantrips, seemed the thing to produce heat was the best option. I'm thinking, moreso than the damage dealing, you hunker down, wherever you do in arctic terrain, take off your helmet, or your dagger or what have you <em>Heat Metal</em> that oughta get you some degree of comfort into the night.</p><p></p><p>Oh, no real reason. I'm just from a coastal area -but don't live there anymore- and know how soothing it is. hahaha. But, you're right, the Gust of Wind for boat stuff (or blowing up sand at people <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> visual cover and that s*** stings!) would probably make more sense for the game.</p><p></p><p>Oh, yes. It is. I was just "slowing it down." So they don't start out with unlimited access to everything of any level right away. Maybe it didn't read the way I thought... </p><p></p><p>When they get Wizard ritual spells, it's for spell levels they can cast. But when the next increase to their ritual casting happens (that I thiiink I tried to line up with their new castable levels) they could use whatever. Like a stepping up progression...They get Ranger and Druids they can cast. Then they get wizard's they can cast, but can use any ranger or druid rituals. Then they get cleric's of spell levels they can cast, but all ranger, druid, AND wizard. Then, eventually, at really high level, they're using all ranger/druid/wizard/cleric ritual spells of any level...which there are sure to be (I was presuming) higher level options than their spell casting allows. </p><p></p><p>Is that better or did I make it more confusing? ...I also didn't realize the Bard already had something like this and if that fits in better, and it's already written/done, by all means use it if you like.</p><p></p><p></p><p>Agreed. It is too many finicky bits all frontloaded.</p><p></p><p></p><p>I think it's a ton of choices at low level. I'm kind wondering what we could take out to simplify it! lol.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8254003, member: 92511"] Sure thing. I get that. Don't really have time to go through it all point-by-point, but a couple of things I wanted to be sure to answer... Yes, I would definitely prefer having planar stuff gated off. But, as you point out, every campaign is different and some folks might have plane-jumping happening right away. So, it's really an "as you like it" kind of thing. Right. Agreed. See above. Totally get it, and like it. Not at all what I initially thought you meant. That's on me. Carry on. That was my immediate thought, but since Resistance is -I'm guessing, 5e's endure elements- and it's a cantrip, and they don't get cantrips, seemed the thing to produce heat was the best option. I'm thinking, moreso than the damage dealing, you hunker down, wherever you do in arctic terrain, take off your helmet, or your dagger or what have you [I]Heat Metal[/I] that oughta get you some degree of comfort into the night. Oh, no real reason. I'm just from a coastal area -but don't live there anymore- and know how soothing it is. hahaha. But, you're right, the Gust of Wind for boat stuff (or blowing up sand at people ;) visual cover and that s*** stings!) would probably make more sense for the game. Oh, yes. It is. I was just "slowing it down." So they don't start out with unlimited access to everything of any level right away. Maybe it didn't read the way I thought... When they get Wizard ritual spells, it's for spell levels they can cast. But when the next increase to their ritual casting happens (that I thiiink I tried to line up with their new castable levels) they could use whatever. Like a stepping up progression...They get Ranger and Druids they can cast. Then they get wizard's they can cast, but can use any ranger or druid rituals. Then they get cleric's of spell levels they can cast, but all ranger, druid, AND wizard. Then, eventually, at really high level, they're using all ranger/druid/wizard/cleric ritual spells of any level...which there are sure to be (I was presuming) higher level options than their spell casting allows. Is that better or did I make it more confusing? ...I also didn't realize the Bard already had something like this and if that fits in better, and it's already written/done, by all means use it if you like. Agreed. It is too many finicky bits all frontloaded. I think it's a ton of choices at low level. I'm kind wondering what we could take out to simplify it! lol. [/QUOTE]
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