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General Tabletop Discussion
*Dungeons & Dragons
[+] Rangers should have monster fighting spells equivalent to Paladin's Smite spells. Discuss!
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<blockquote data-quote="Rocker26a" data-source="post: 9263834" data-attributes="member: 7042495"><p>I think something that'd help with dismantling Favoured Enemy for good, would be creating a spiritual successor to it in the form of a catalogue of spells intended for specific creature types (or more broadly, for creatures that have at least one of the iconic traits of particular creatures, anti-Troll spell that theoretically works on any regenerating creature etc) that parallel the Paladin Smite spells. Only question is, how to do 'em!</p><p></p><p>The broadness of the creature types is a bit of a problem. For example; I thought it'd be fun to have a spell for Ghosts and similar creatures, that prevents relevant creatures in it's range from entering the Ethereal Plane or utilizing Incorporeal Movement, and maybe slows their movement in general and they take a little more damage on hit? Like a Pac-Man spell! Only problem is, "Undead" is an <em>extremely</em> broad category obviously, a Ghoul or a Vampire wouldn't be much bothered by that spell as is. So it's no good having something like that be the <em>only</em> choice for Undead. So what do you do?</p><p></p><p>One possibility I might like, as opposed to making a bunch of singular spells per subdivision within a creature type; You could offer a choice of effect as a part of the casting, like Symbol? So have one specific spell for Undead, but when you cast it you choose an effect that counters particular Undead creature types. So, that Pac-Man thing for Ghosts and similar, something that counters Undead Fortitude for Zombies and similar, etc. And yeah, similar story for other creature types. An anti-Giant spell, but one option is for Trolls that goes against their Regeneration. And, maybe just offer a generic effect for anything that falls through the cracks of that sort of idea? You just have a bonus to saves against their abilities or they have disadvantage to do stuff or whatever. Maybe that'd work without being <em>too</em> cumbersome? Would just need some ideas for what to do, what bases to cover.</p><p></p><p>What sort of thing comes to mind with that prompt? Share some ideas if you want!</p><p></p><p>(Also, for the sake of this discussion; just assume Ranger is prepared spells. So you can do that thing where, you investigate what you're gonna be facing, and you can choose one of these spells when you prepare a spell list, and once you're actually facing the problem or just about to, you can select the affect you need.)</p><p></p><p><s>As a sidenote; I know some folks in the community would be extremely resistant to the idea of this sort of mechanic expressed as spells rather than out-and-out class abilities, but. I'd rather use the language and parallels available on this one I think.</s></p></blockquote><p></p>
[QUOTE="Rocker26a, post: 9263834, member: 7042495"] I think something that'd help with dismantling Favoured Enemy for good, would be creating a spiritual successor to it in the form of a catalogue of spells intended for specific creature types (or more broadly, for creatures that have at least one of the iconic traits of particular creatures, anti-Troll spell that theoretically works on any regenerating creature etc) that parallel the Paladin Smite spells. Only question is, how to do 'em! The broadness of the creature types is a bit of a problem. For example; I thought it'd be fun to have a spell for Ghosts and similar creatures, that prevents relevant creatures in it's range from entering the Ethereal Plane or utilizing Incorporeal Movement, and maybe slows their movement in general and they take a little more damage on hit? Like a Pac-Man spell! Only problem is, "Undead" is an [I]extremely[/I] broad category obviously, a Ghoul or a Vampire wouldn't be much bothered by that spell as is. So it's no good having something like that be the [I]only[/I] choice for Undead. So what do you do? One possibility I might like, as opposed to making a bunch of singular spells per subdivision within a creature type; You could offer a choice of effect as a part of the casting, like Symbol? So have one specific spell for Undead, but when you cast it you choose an effect that counters particular Undead creature types. So, that Pac-Man thing for Ghosts and similar, something that counters Undead Fortitude for Zombies and similar, etc. And yeah, similar story for other creature types. An anti-Giant spell, but one option is for Trolls that goes against their Regeneration. And, maybe just offer a generic effect for anything that falls through the cracks of that sort of idea? You just have a bonus to saves against their abilities or they have disadvantage to do stuff or whatever. Maybe that'd work without being [I]too[/I] cumbersome? Would just need some ideas for what to do, what bases to cover. What sort of thing comes to mind with that prompt? Share some ideas if you want! (Also, for the sake of this discussion; just assume Ranger is prepared spells. So you can do that thing where, you investigate what you're gonna be facing, and you can choose one of these spells when you prepare a spell list, and once you're actually facing the problem or just about to, you can select the affect you need.) [S]As a sidenote; I know some folks in the community would be extremely resistant to the idea of this sort of mechanic expressed as spells rather than out-and-out class abilities, but. I'd rather use the language and parallels available on this one I think.[/S] [/QUOTE]
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[+] Rangers should have monster fighting spells equivalent to Paladin's Smite spells. Discuss!
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