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<blockquote data-quote="jodyjohnson" data-source="post: 6795786" data-attributes="member: 5590"><p>Not sure what you are saying here. Animal Companions can already be mounts for small characters.</p><p></p><p>Now if you are saying that you would allow Large Companions as long as they were on the short list of CR 1/4 or lower large mounts (Riding Horse, Camel, Draft Horse) then I agree with allowing some flexibility on the selection criteria.</p><p></p><p>Alternately you may be saying to give an Animal Companion options on par with those granted to Mounted Combat for free. I largely agree with that as well.</p><p></p><p>The Help option stuff seems a little much. Getting to Help yourself every round is better in the early game than the Vow of Enmity option I posted above. Except when combined with the two weapon style.</p><p></p><p>My house rule regarding this was to allow the Companion to use Dodge, Disengage or Dash without direction but pretty much just to stay with the Ranger or as a default action when not directed (Dodge).</p><p></p><p>Help as a Bonus at 7th seems fine to me. Plus the ability to precisely direct the AC.</p><p></p><p>This doesn't speak to one of the running issues with Animal Companions in terms of their ability to recover from damage or survive area spells. They get some HD recovery and do heal to full on a long rest, but they fall behind quickly as the Ranger levels.</p><p> </p><p></p><p></p><p>I think a full Beastmaster class might be fine but that is really too much to analyse. Trying to match Ranger with Paladin and then involving a huge assortment of possible companions is hard to balance in the DPR department.</p><p></p><p>Which 1/3 caster progression are you referring to? Arcane Trickster or Eldritch Knight?</p><p></p><p></p><p></p><p>With 1/3 progression Commune (5th, 1/3 casters cap at 4th) is too high level. Leomund's (13th) and Divination (19th) are probably too late in the game to matter.</p><p></p><p>More on the spells later.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6795786, member: 5590"] Not sure what you are saying here. Animal Companions can already be mounts for small characters. Now if you are saying that you would allow Large Companions as long as they were on the short list of CR 1/4 or lower large mounts (Riding Horse, Camel, Draft Horse) then I agree with allowing some flexibility on the selection criteria. Alternately you may be saying to give an Animal Companion options on par with those granted to Mounted Combat for free. I largely agree with that as well. The Help option stuff seems a little much. Getting to Help yourself every round is better in the early game than the Vow of Enmity option I posted above. Except when combined with the two weapon style. My house rule regarding this was to allow the Companion to use Dodge, Disengage or Dash without direction but pretty much just to stay with the Ranger or as a default action when not directed (Dodge). Help as a Bonus at 7th seems fine to me. Plus the ability to precisely direct the AC. This doesn't speak to one of the running issues with Animal Companions in terms of their ability to recover from damage or survive area spells. They get some HD recovery and do heal to full on a long rest, but they fall behind quickly as the Ranger levels. I think a full Beastmaster class might be fine but that is really too much to analyse. Trying to match Ranger with Paladin and then involving a huge assortment of possible companions is hard to balance in the DPR department. Which 1/3 caster progression are you referring to? Arcane Trickster or Eldritch Knight? With 1/3 progression Commune (5th, 1/3 casters cap at 4th) is too high level. Leomund's (13th) and Divination (19th) are probably too late in the game to matter. More on the spells later. [/QUOTE]
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