Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Dungeons & Dragons
Spell less Ranger
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jaelommiss" data-source="post: 6750725" data-attributes="member: 6775925"><p>It looks interesting. Other than two things that I have problems with, it's great.</p><p></p><p>First, I noticed was that Extra Attack wasn't listed with the other features. After reading the whole document I wondered why the ranger only got one attack. It wasn't until I looked back at the chart I saw it.</p><p></p><p>Second, the damage added by the animal companion could be written clearer. Does it function similarly to Sneak Attack, where the damage is automatic if the prerequisite (companion adjacent to target) is met? What is "within melee range" defined as? Is it 5 feet, the companion's reach, the target's reach, or something else entirely? It mentions that the companion moves towards the target with no action required if the ranger uses ranged attacks. Does this mean that this triggers on taking the attack action, but no <em>additional </em>actions are required, or that the beast will automatically move towards the target in case you decide to attack it? I assume that this movement occurs before the attack takes place, however it reads as though it is simultaneous. When there is extra damage that may or may not occur based on the companion's location, it is important to know when the animal reaches the target relative to the attack. Lastly, the way that the companion may be used to boost someone else's attacks seems rather powerful. The ranger is limited to two attack, making a cap of 4d6 damage. Spells that grant multiple attacks, such as Scorching Ray, suddenly becomes extremely powerful if each attack is dealing an additional 1d6 or 2d6. Possible solutions are to require the triggering attack to be a weapon attack, increase damage but limit it to once per round or using the beast's reaction, or place an action cost on it. Personally, I would make it only work on weapon attacks, and require the ranger to use a bonus action to direct the beast if it is to help someone else. This way a TWF can trigger it three times for their own attacks, but it requires the ranger to give something up for someone else to gain the bonus. There might still be problems with a 20th level champion with four attacks and expanded criticals, but that's about the worst I can see it being (and also rather unlikely). How the animal companion interacts with the action economy could also be clearer. Right now I'm not sure if it acts as an independent NPC at all times, or only moves and grants bonus damage until the ranger is rendered unconscious. </p><p></p><p>With that out of the way, it's time for what I agree with.</p><p></p><p>Changing spellcasting to a form of herbalism is a great idea that I support fully. It seems to roughly follow the UA Artificer in how it creates them. It might be a good idea to say how long it takes to create a mixture and when a mixture slot is available again. For instance, if I create a Cure Wounds mixture one day and on the nest I choose not to prepare any mixtures because I already have what I want. When later that day I use the Cure Wounds mixture, could I then create another one immediately since I didn't prepare any earlier that day? If mixtures were created over the duration of a long rest because they require time to mix fully (or whatever other reason) then this can be avoided. It is not stated anywhere whether or not mixtures can be made at higher slot levels.</p><p></p><p>I generally like the changes you have made to the animal companion, excluding the few issues listed above. Removing the CR limit and allowing the DM to approve the animal (although the second is unstated) is a good idea in my mind, because it encourages the player and DM to work together on how the character fits in the world. Making it smarter, listing its traits, and explaining how the ranger communicates with it certainly help make it more of a living creature than a class resource. Boosting its hit points and giving it hit dice help it overcome the perceived vulnerability that the default companion has. Increasing its HP further at level 15 may make it slightly too strong, however that will come out in testing. By vaguely describing how to find another animal instead of defining a number of hours, you allow the DM to make finding a new companion as important an event as the table desires.</p><p></p><p>Veteran Scout seems rather powerful, especially when the ranger has four favoured terrains. Double proficiency with advantage will result in almost certain success. This is more my own personal preference for hazardous wilderness exploration, however, and I recognize that letting all that fall into the background after around level 6 is ideal for most tables. It also seems more appropriate than suddenly learning how to navigate new environments or gaining an intimate knowledge of new races.</p><p></p><p>The abilities copied from the PHB seem appropriate for the ranger.</p><p></p><p>Apex Predators is a big improvement over the default 20th level ability. My only question is whether the improved critical damage applies to the bonus 2d6 granted by the animal companion. I am leaning towards yes, though I'm not certain.</p><p></p><p></p><p>Parting thoughts:</p><p>This ranger seems like a master of the wilderness, unlike the PHB version who is a master of a couple of wild areas. Removing spells and instead granting mixtures is a great way to preserve the feel of Thule without needing to tinker with a key class ability. Giving the ranger a useful animal companion is great, and its implementation through an ability similar to Sneak Attack is interesting. Other than a couple of rough spots that need to be clearer, the ranger seems unique and powerful enough to hold its own. Although it can fight alone (well, excluding its best fuzzy buddy), its strength is in helping others find their way and supporting them. I can easily picture this ranger's companion helping the party fight more effectively while the ranger uses mixtures to help the party or hinder enemies.</p><p></p><p>Edit: That was far more than I was planning on writing. It just sorta came out once I started. Sorry.</p></blockquote><p></p>
[QUOTE="Jaelommiss, post: 6750725, member: 6775925"] It looks interesting. Other than two things that I have problems with, it's great. First, I noticed was that Extra Attack wasn't listed with the other features. After reading the whole document I wondered why the ranger only got one attack. It wasn't until I looked back at the chart I saw it. Second, the damage added by the animal companion could be written clearer. Does it function similarly to Sneak Attack, where the damage is automatic if the prerequisite (companion adjacent to target) is met? What is "within melee range" defined as? Is it 5 feet, the companion's reach, the target's reach, or something else entirely? It mentions that the companion moves towards the target with no action required if the ranger uses ranged attacks. Does this mean that this triggers on taking the attack action, but no [I]additional [/I]actions are required, or that the beast will automatically move towards the target in case you decide to attack it? I assume that this movement occurs before the attack takes place, however it reads as though it is simultaneous. When there is extra damage that may or may not occur based on the companion's location, it is important to know when the animal reaches the target relative to the attack. Lastly, the way that the companion may be used to boost someone else's attacks seems rather powerful. The ranger is limited to two attack, making a cap of 4d6 damage. Spells that grant multiple attacks, such as Scorching Ray, suddenly becomes extremely powerful if each attack is dealing an additional 1d6 or 2d6. Possible solutions are to require the triggering attack to be a weapon attack, increase damage but limit it to once per round or using the beast's reaction, or place an action cost on it. Personally, I would make it only work on weapon attacks, and require the ranger to use a bonus action to direct the beast if it is to help someone else. This way a TWF can trigger it three times for their own attacks, but it requires the ranger to give something up for someone else to gain the bonus. There might still be problems with a 20th level champion with four attacks and expanded criticals, but that's about the worst I can see it being (and also rather unlikely). How the animal companion interacts with the action economy could also be clearer. Right now I'm not sure if it acts as an independent NPC at all times, or only moves and grants bonus damage until the ranger is rendered unconscious. With that out of the way, it's time for what I agree with. Changing spellcasting to a form of herbalism is a great idea that I support fully. It seems to roughly follow the UA Artificer in how it creates them. It might be a good idea to say how long it takes to create a mixture and when a mixture slot is available again. For instance, if I create a Cure Wounds mixture one day and on the nest I choose not to prepare any mixtures because I already have what I want. When later that day I use the Cure Wounds mixture, could I then create another one immediately since I didn't prepare any earlier that day? If mixtures were created over the duration of a long rest because they require time to mix fully (or whatever other reason) then this can be avoided. It is not stated anywhere whether or not mixtures can be made at higher slot levels. I generally like the changes you have made to the animal companion, excluding the few issues listed above. Removing the CR limit and allowing the DM to approve the animal (although the second is unstated) is a good idea in my mind, because it encourages the player and DM to work together on how the character fits in the world. Making it smarter, listing its traits, and explaining how the ranger communicates with it certainly help make it more of a living creature than a class resource. Boosting its hit points and giving it hit dice help it overcome the perceived vulnerability that the default companion has. Increasing its HP further at level 15 may make it slightly too strong, however that will come out in testing. By vaguely describing how to find another animal instead of defining a number of hours, you allow the DM to make finding a new companion as important an event as the table desires. Veteran Scout seems rather powerful, especially when the ranger has four favoured terrains. Double proficiency with advantage will result in almost certain success. This is more my own personal preference for hazardous wilderness exploration, however, and I recognize that letting all that fall into the background after around level 6 is ideal for most tables. It also seems more appropriate than suddenly learning how to navigate new environments or gaining an intimate knowledge of new races. The abilities copied from the PHB seem appropriate for the ranger. Apex Predators is a big improvement over the default 20th level ability. My only question is whether the improved critical damage applies to the bonus 2d6 granted by the animal companion. I am leaning towards yes, though I'm not certain. Parting thoughts: This ranger seems like a master of the wilderness, unlike the PHB version who is a master of a couple of wild areas. Removing spells and instead granting mixtures is a great way to preserve the feel of Thule without needing to tinker with a key class ability. Giving the ranger a useful animal companion is great, and its implementation through an ability similar to Sneak Attack is interesting. Other than a couple of rough spots that need to be clearer, the ranger seems unique and powerful enough to hold its own. Although it can fight alone (well, excluding its best fuzzy buddy), its strength is in helping others find their way and supporting them. I can easily picture this ranger's companion helping the party fight more effectively while the ranger uses mixtures to help the party or hinder enemies. Edit: That was far more than I was planning on writing. It just sorta came out once I started. Sorry. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Spell less Ranger
Top