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Ranger Beast Master: errata will add new features to your animal companion!
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<blockquote data-quote="The Crimson Binome" data-source="post: 7519750" data-attributes="member: 6775031"><p>First of all, it's pretty unreasonable to ask someone to spend two of their boosts before they can even begin to participate in the game mechanic, when the alternative is investing in things that they might actually want to use. That's just not a good investment, to sacrifice (for example) 40hp and +2 to Con saves, in exchange for having a 5% chance of making the occasional Charisma saving throw.</p><p></p><p>Second of all, low stats don't start at 10. The default method for generating stats is still rolling 4d6, drop lowest. It's perfectly normal and expected for someone to have a stat below 7. My last fighter had a Dex of 5. A well-designed game should account for characters across the spectrum, rather than collapsing in on itself whenever anyone is slightly below-average.</p><p>Bounded Accuracy is supposed to transcend the CR math. That is to say, thanks to Bounded Accuracy, creatures are supposed to be able to inter-mingle between high and low levels. Bounded Accuracy means that, while high-CR monsters should be deadly to lower-level characters, it's supposed to come in the form of damage and hit points rather than un-hittable ACs or un-makeable saving throws. </p><p>In a way, the low cost associated with failure is part of the problem, in that it's related to how monsters are such chumps in general. A group of level 16 characters can <em>easily</em> defeat several CR 23 Empyreans in a day, even though half of the party has no chance of resisting its DC 25 Trembling Strike.</p><p></p><p>Of course, the game is technically playable even if nobody can pass certain saving throws, because they give you so much margin for error that you can easily recover from anything. The combined effects of power design, hit point totals, and saving throw math are such that you can afford to fail any given test. It doesn't matter that the saving throw math is bad, in the big picture. But the saving throw math is still bad, and the paladin aura fixes that.</p><p>It's unreasonable to require someone to play a specific class before they get to interact with the basic saving throw mechanics. It's very slightly less unreasonably if you only require one character to play that class.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 7519750, member: 6775031"] First of all, it's pretty unreasonable to ask someone to spend two of their boosts before they can even begin to participate in the game mechanic, when the alternative is investing in things that they might actually want to use. That's just not a good investment, to sacrifice (for example) 40hp and +2 to Con saves, in exchange for having a 5% chance of making the occasional Charisma saving throw. Second of all, low stats don't start at 10. The default method for generating stats is still rolling 4d6, drop lowest. It's perfectly normal and expected for someone to have a stat below 7. My last fighter had a Dex of 5. A well-designed game should account for characters across the spectrum, rather than collapsing in on itself whenever anyone is slightly below-average. Bounded Accuracy is supposed to transcend the CR math. That is to say, thanks to Bounded Accuracy, creatures are supposed to be able to inter-mingle between high and low levels. Bounded Accuracy means that, while high-CR monsters should be deadly to lower-level characters, it's supposed to come in the form of damage and hit points rather than un-hittable ACs or un-makeable saving throws. In a way, the low cost associated with failure is part of the problem, in that it's related to how monsters are such chumps in general. A group of level 16 characters can [I]easily[/I] defeat several CR 23 Empyreans in a day, even though half of the party has no chance of resisting its DC 25 Trembling Strike. Of course, the game is technically playable even if nobody can pass certain saving throws, because they give you so much margin for error that you can easily recover from anything. The combined effects of power design, hit point totals, and saving throw math are such that you can afford to fail any given test. It doesn't matter that the saving throw math is bad, in the big picture. But the saving throw math is still bad, and the paladin aura fixes that. It's unreasonable to require someone to play a specific class before they get to interact with the basic saving throw mechanics. It's very slightly less unreasonably if you only require one character to play that class. [/QUOTE]
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