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<blockquote data-quote="doctorbadwolf" data-source="post: 9858087" data-attributes="member: 6704184"><p>Says who? </p><p></p><p>I really don't think this is supported. </p><p></p><p>It doesn't though. It can be complex and wordy, but it doesn't have to be. "You learn the spike growth, Animal Friendship, and Ensnaring Strike, spells." At the top of the Knack section is states, "When you learn spells from a Knack, you always have those spells prepared, and you can cast each spell once without a spell slot, or cast them with a spell slot normally if you have spell slots." </p><p></p><p>OR you base the Ranger on spell slots regardless of the features, so the big beefy beast uses spell slots to empower, leadership and support knacks use spell slots, combat maneuvers use them, and you use them to cast spells you learn via knacks or the "Warden of Primal Might" Great Knack that grants X spells when chosen and y new spells per level after that. </p><p></p><p>No, it isn't. </p><p></p><p>What are you on about? What that i have suggested is like this? Optional knack features that add additional spellcasting? Okay? </p><p></p><p>And don't forget that i have been suggesting over and over again for all of the ranger's abilities to be changeable on a long rest. Including knacks. </p><p></p><p>I don't know what weirdness you are mixing up with my suggestions, but this is absolutely not a response to my actual suggestions.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9858087, member: 6704184"] Says who? I really don't think this is supported. It doesn't though. It can be complex and wordy, but it doesn't have to be. "You learn the spike growth, Animal Friendship, and Ensnaring Strike, spells." At the top of the Knack section is states, "When you learn spells from a Knack, you always have those spells prepared, and you can cast each spell once without a spell slot, or cast them with a spell slot normally if you have spell slots." OR you base the Ranger on spell slots regardless of the features, so the big beefy beast uses spell slots to empower, leadership and support knacks use spell slots, combat maneuvers use them, and you use them to cast spells you learn via knacks or the "Warden of Primal Might" Great Knack that grants X spells when chosen and y new spells per level after that. No, it isn't. What are you on about? What that i have suggested is like this? Optional knack features that add additional spellcasting? Okay? And don't forget that i have been suggesting over and over again for all of the ranger's abilities to be changeable on a long rest. Including knacks. I don't know what weirdness you are mixing up with my suggestions, but this is absolutely not a response to my actual suggestions. [/QUOTE]
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