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General Tabletop Discussion
*Dungeons & Dragons
Should Hunter's mark (Ranger spell) drop Concentration requirement?
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<blockquote data-quote="SilverfireSage" data-source="post: 6391193" data-attributes="member: 6778313"><p>What best limited-use features are those? The only one that I can see is the spells, all of their other abilities are constant. When a fighter has used all of those abilities, he's down to about 4d8+20 a round, assuming no magic items. Max, this is 52 damage. Meanwhile, a ranger would deal 2d8+10+1d8+1d8, or 42 damage, which isn't that bad, and adds up to 208 damage a round, shy of the 260, but nothing to sneeze at. Of course, that's just with hunters mark. A ranger can keep up Swift Quiver for 12 rounds, which puts him actually ahead of the fighter after the fifth round, doing 5d8+20 damage! And if the combat continues, he can always go back to hunters mark, use other spells, heck, there are a hundred things he can do. At that point, the fighter is down to just hammering away at the enemy like usual, but without all of their crazy bonuses. </p><p></p><p></p><p></p><p></p><p></p><p>Champions are more about durability than attack, and I really don't care to calculate damage with Critical hits.</p><p></p><p></p><p></p><p>So 11 known spells and 15 spells per day sucks? Hide in Plain Sight sucks? Land's stride sucks? Feral Senses, being able to fight something that you can't see just as well? Sorry, I don't agree, those are all fantastic. I don't know what kind of group you play with, but my group spends easily 75% out of combat, where all of these make the ranger far more useful than the fighter.</p></blockquote><p></p>
[QUOTE="SilverfireSage, post: 6391193, member: 6778313"] What best limited-use features are those? The only one that I can see is the spells, all of their other abilities are constant. When a fighter has used all of those abilities, he's down to about 4d8+20 a round, assuming no magic items. Max, this is 52 damage. Meanwhile, a ranger would deal 2d8+10+1d8+1d8, or 42 damage, which isn't that bad, and adds up to 208 damage a round, shy of the 260, but nothing to sneeze at. Of course, that's just with hunters mark. A ranger can keep up Swift Quiver for 12 rounds, which puts him actually ahead of the fighter after the fifth round, doing 5d8+20 damage! And if the combat continues, he can always go back to hunters mark, use other spells, heck, there are a hundred things he can do. At that point, the fighter is down to just hammering away at the enemy like usual, but without all of their crazy bonuses. Champions are more about durability than attack, and I really don't care to calculate damage with Critical hits. So 11 known spells and 15 spells per day sucks? Hide in Plain Sight sucks? Land's stride sucks? Feral Senses, being able to fight something that you can't see just as well? Sorry, I don't agree, those are all fantastic. I don't know what kind of group you play with, but my group spends easily 75% out of combat, where all of these make the ranger far more useful than the fighter. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Should Hunter's mark (Ranger spell) drop Concentration requirement?
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