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Spell-less Ranger
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<blockquote data-quote="Li Shenron" data-source="post: 6554285" data-attributes="member: 1465"><p>In 3e we used a spell-less Ranger variant which essentially got a bunch of non-magical ("extraordinary" in 3e terms) abilities that replicated the effects of <em>some </em>spells. </p><p></p><p>The key points of this variant were:</p><p></p><p>- make a list of Ranger spells that can easily be described as non-magical effects: Alarm, Animal Messenger, Animal Friendship, Locate Animals & Plants, Speak with Animals/Plants, Darkvision, Commune with Nature...</p><p>- have the Ranger gain one of those abilities every time she would gain a new level of spells (you can require a minimum level for the abilities corresponding to higher level spells)</p><p>- let the Ranger use each of those abilities <em>at will</em></p><p>- restrict the effect of those ability to the Ranger only (if necessary)</p><p></p><p>You can quite probably find enough of them to allow some player's choice, or alternatively just design a fixed list. The important thing is that there are already Ranger spells which can be made feel totally non-magical with minimal fluff changes... "Locate" spells might change into the ability of detecting clues and marks of your target's presence or passage, "Speak" spells can be described as interpreting subtle signs and changes in behaviour, "Darkvision" could be simply the seasoned ability to adapt to darkness, "Alarm" could imply setting up minor warning tricks...</p><p></p><p>The other main thing to change is the use of "slots", which feel magical to 90% of the players. But for this, just notice how most of those spells already have long durations or are rarely used multiple times in a day, so making them "at will" does not overpower the Ranger, and compensate for the lack of versatility from now having a few fixed abilities instead of the whole spells list. (Note that this generally means you have to pick spells that aren't meant for combat but rather for exploration)</p><p></p><p>Sometimes the original spell may allow to impart the effect on your allies. In that case you have to decide if it's ok or not. Depending on the actual effect, it might be ok to think that the Ranger is capable of spreading the benefit with the party (e.g. if it's a spell that grants stealth-related benefits), but in some cases you'll just have to say no.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6554285, member: 1465"] In 3e we used a spell-less Ranger variant which essentially got a bunch of non-magical ("extraordinary" in 3e terms) abilities that replicated the effects of [I]some [/I]spells. The key points of this variant were: - make a list of Ranger spells that can easily be described as non-magical effects: Alarm, Animal Messenger, Animal Friendship, Locate Animals & Plants, Speak with Animals/Plants, Darkvision, Commune with Nature... - have the Ranger gain one of those abilities every time she would gain a new level of spells (you can require a minimum level for the abilities corresponding to higher level spells) - let the Ranger use each of those abilities [I]at will[/I] - restrict the effect of those ability to the Ranger only (if necessary) You can quite probably find enough of them to allow some player's choice, or alternatively just design a fixed list. The important thing is that there are already Ranger spells which can be made feel totally non-magical with minimal fluff changes... "Locate" spells might change into the ability of detecting clues and marks of your target's presence or passage, "Speak" spells can be described as interpreting subtle signs and changes in behaviour, "Darkvision" could be simply the seasoned ability to adapt to darkness, "Alarm" could imply setting up minor warning tricks... The other main thing to change is the use of "slots", which feel magical to 90% of the players. But for this, just notice how most of those spells already have long durations or are rarely used multiple times in a day, so making them "at will" does not overpower the Ranger, and compensate for the lack of versatility from now having a few fixed abilities instead of the whole spells list. (Note that this generally means you have to pick spells that aren't meant for combat but rather for exploration) Sometimes the original spell may allow to impart the effect on your allies. In that case you have to decide if it's ok or not. Depending on the actual effect, it might be ok to think that the Ranger is capable of spreading the benefit with the party (e.g. if it's a spell that grants stealth-related benefits), but in some cases you'll just have to say no. [/QUOTE]
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