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The 'New' Ranger
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<blockquote data-quote="TheCosmicKid" data-source="post: 7031540" data-attributes="member: 6683613"><p>I see an enormous qualitative difference between "better than average" and "frickin' magic". Your better-than-the-average-bear can reasonably be expected to be stronger, but if it's somehow able to rip <em>ghosts</em> to pieces I've got to raise an eyebrow there. I don't see how <em>magic fang</em> is reinventing the wheel, when it's actually the older solution to this issue -- it <em>is</em> the wheel. And as a spell that is of strictly situational utility, it is the exact opposite of a spell tax. It is a meaningful decision whether the ranger takes <em>magic fang</em> because she anticipates fighting lots of resistant monsters, or takes something else because she thinks they're not going to be as common and/or that she can handle them some other way. Calling <em>magic fang</em> a spell tax is like calling <em>blight</em> a spell tax because it hoses plant creatures. Totally different situation from <em>hunter's mark</em>, which is the obvious best choice in pretty much all circumstances (and no, I don't like it either).</p><p></p><p>If characters can expect to be able to overcome resistance to nonmagic weapons passively, what's the point of even having that mechanic in the game? It's just wasted text in the monster statblock, canceled out by more wasted text in the class description. But if resistance requires casting a spell, or finding a magic weapon, or otherwise generating a solution proactively, then that's good gameplay. That's what we should be striving for.</p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 7031540, member: 6683613"] I see an enormous qualitative difference between "better than average" and "frickin' magic". Your better-than-the-average-bear can reasonably be expected to be stronger, but if it's somehow able to rip [I]ghosts[/I] to pieces I've got to raise an eyebrow there. I don't see how [I]magic fang[/I] is reinventing the wheel, when it's actually the older solution to this issue -- it [I]is[/I] the wheel. And as a spell that is of strictly situational utility, it is the exact opposite of a spell tax. It is a meaningful decision whether the ranger takes [I]magic fang[/I] because she anticipates fighting lots of resistant monsters, or takes something else because she thinks they're not going to be as common and/or that she can handle them some other way. Calling [I]magic fang[/I] a spell tax is like calling [I]blight[/I] a spell tax because it hoses plant creatures. Totally different situation from [I]hunter's mark[/I], which is the obvious best choice in pretty much all circumstances (and no, I don't like it either). If characters can expect to be able to overcome resistance to nonmagic weapons passively, what's the point of even having that mechanic in the game? It's just wasted text in the monster statblock, canceled out by more wasted text in the class description. But if resistance requires casting a spell, or finding a magic weapon, or otherwise generating a solution proactively, then that's good gameplay. That's what we should be striving for. [/QUOTE]
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