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*Dungeons & Dragons
Revised Ranger update
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<blockquote data-quote="Chaosmancer" data-source="post: 7479386" data-attributes="member: 6801228"><p>But your spells come with that same problem. WoTC isn't going to publish them because they've decided the Ranger doesn't need a fix (I really hope their process weeded out players who were playing the Hunter and the Revised Ranger, because if they decided they didn't need a fix because everyone was playing the Revised Ranger, that'd be kind of stupid) and your spells are straight up a fix to the Beastmaster subclass. </p><p></p><p></p><p></p><p>And I am still rather curious, what you personally find in the Revised Beastmaster Rules to be too powerful that you will not allow it at your table? I can imagine some answers to why you wouldn't want the Revised Base Class, but you could rather easily just move the Beastmaster rules in unless there is a particular point you find too powerful. Consider it a bit of Quid Pro Quo, as I've been going over your spells and I'm honestly interested in finding ways to tighten up the Revised Ranger since that is what I shall be using going forward. </p><p></p><p></p><p></p><p></p><p>No changes, so need to discuss them</p><p></p><p></p><p></p><p></p><p></p><p>I'd change "petting" to "caring for", because I just feel like that is more accurate and less chance of someone feeling condescended to (People can be finicky)</p><p></p><p>But yeah, those changes make this a relatively potent spell, renewable Temp HP (even a small amount) is pretty powerful and benefitting from Hunter's Mark feel right for a Ranger and their soul-bound companion. </p><p></p><p></p><p></p><p></p><p>Some pretty hefty changes here. Not sure why we added the growth to the spell, but I'm torn between wondering why I would bother (being large for an hour might cut into stealth opportunities) and whether it would stack with Enlarge being cast by a friendly wizard (meet Fido, Huge Wolf). Other than that, damage, speed and making things magic are always relatively useful things to put out. </p><p></p><p></p><p></p><p></p><p>Static CR does mean that this is less confusing, majority of my comments from the first draft still apply. Though, at least now I'm aware a Ranger can retrain this spell after they use it to ditch their former companion for a newer prettier model. </p><p></p><p></p><p></p><p></p><p>I wonder if you removed the "add your proficiency to the beasts saves" from Alter Beast because you added Evasion here. Permanently gaining evasion and Dex Save Prof is pretty powerful. I do find it odd though. Here is a spell that a Ranger will learn, cast after learning it, then forget next level and never cast again (unless the companion dies which the Ranger will obviously try and prevent). </p><p></p><p>I can see just about any Beastmaster doing it, because there are so few downsides, but it almost feels tax like, because just about every 13th to 14th level Ranger is going to do the exact same thing. </p><p></p><p></p><p></p><p>That two multi-attack thing makes me want to see if I can break this. </p><p></p><p>Only CR 3 beast is the Giant Scorpion. Stacking Awaken, Hunting Party, and Alter before we cast beast mode. We get this</p><p></p><p>Ranger Companion Giant Scorpion, Huge Beast</p><p></p><p>HP: 91+50tmp (max instead of 4xlv, and added Con) AC: 21 Spd 160 ft</p><p>Dex Save of +7 with evasion, Strength save of +12</p><p></p><p>Multi attack with 3 strikes, twice per round (Maxed Strength) </p><p></p><p>Claw x2 +13 1d8+1d4+21 and Grapple vs DC 15</p><p>Sting +13 1d10+1d4+21 DC 13 Con save vs 4d10 poison or half</p><p></p><p>So, six attacks all with advantage giving us 2d10+4d8+6d4+126, grapple, prone, and two saves versus 4d10 or half</p><p></p><p>Also, with opportunity attacks at Disadvantage, auto grappling by a huge creature, and a speed of 160 ft, the Scorpion could clearly run in, beat something senseless, and if it isn't dead drag it back to the party, breaking the enemy formation. </p><p></p><p>I find it a cool thing, but I wouldn't ever want a player to pull that off on multiple turns. That monster might be able to cause serious damage to a mid-level party. Spell is definitely worthwhile if you have a beast powerful enough to make the combat buffs better.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7479386, member: 6801228"] But your spells come with that same problem. WoTC isn't going to publish them because they've decided the Ranger doesn't need a fix (I really hope their process weeded out players who were playing the Hunter and the Revised Ranger, because if they decided they didn't need a fix because everyone was playing the Revised Ranger, that'd be kind of stupid) and your spells are straight up a fix to the Beastmaster subclass. And I am still rather curious, what you personally find in the Revised Beastmaster Rules to be too powerful that you will not allow it at your table? I can imagine some answers to why you wouldn't want the Revised Base Class, but you could rather easily just move the Beastmaster rules in unless there is a particular point you find too powerful. Consider it a bit of Quid Pro Quo, as I've been going over your spells and I'm honestly interested in finding ways to tighten up the Revised Ranger since that is what I shall be using going forward. No changes, so need to discuss them I'd change "petting" to "caring for", because I just feel like that is more accurate and less chance of someone feeling condescended to (People can be finicky) But yeah, those changes make this a relatively potent spell, renewable Temp HP (even a small amount) is pretty powerful and benefitting from Hunter's Mark feel right for a Ranger and their soul-bound companion. Some pretty hefty changes here. Not sure why we added the growth to the spell, but I'm torn between wondering why I would bother (being large for an hour might cut into stealth opportunities) and whether it would stack with Enlarge being cast by a friendly wizard (meet Fido, Huge Wolf). Other than that, damage, speed and making things magic are always relatively useful things to put out. Static CR does mean that this is less confusing, majority of my comments from the first draft still apply. Though, at least now I'm aware a Ranger can retrain this spell after they use it to ditch their former companion for a newer prettier model. I wonder if you removed the "add your proficiency to the beasts saves" from Alter Beast because you added Evasion here. Permanently gaining evasion and Dex Save Prof is pretty powerful. I do find it odd though. Here is a spell that a Ranger will learn, cast after learning it, then forget next level and never cast again (unless the companion dies which the Ranger will obviously try and prevent). I can see just about any Beastmaster doing it, because there are so few downsides, but it almost feels tax like, because just about every 13th to 14th level Ranger is going to do the exact same thing. That two multi-attack thing makes me want to see if I can break this. Only CR 3 beast is the Giant Scorpion. Stacking Awaken, Hunting Party, and Alter before we cast beast mode. We get this Ranger Companion Giant Scorpion, Huge Beast HP: 91+50tmp (max instead of 4xlv, and added Con) AC: 21 Spd 160 ft Dex Save of +7 with evasion, Strength save of +12 Multi attack with 3 strikes, twice per round (Maxed Strength) Claw x2 +13 1d8+1d4+21 and Grapple vs DC 15 Sting +13 1d10+1d4+21 DC 13 Con save vs 4d10 poison or half So, six attacks all with advantage giving us 2d10+4d8+6d4+126, grapple, prone, and two saves versus 4d10 or half Also, with opportunity attacks at Disadvantage, auto grappling by a huge creature, and a speed of 160 ft, the Scorpion could clearly run in, beat something senseless, and if it isn't dead drag it back to the party, breaking the enemy formation. I find it a cool thing, but I wouldn't ever want a player to pull that off on multiple turns. That monster might be able to cause serious damage to a mid-level party. Spell is definitely worthwhile if you have a beast powerful enough to make the combat buffs better. [/QUOTE]
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