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What is appropriate Ranger Magic
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<blockquote data-quote="DEFCON 1" data-source="post: 9487196" data-attributes="member: 7006"><p>I have found that the easiest way to make a non-magical anything in D&D is to just treat the word 'Spells' that appears in most class charts as not being anything more that a category heading and not something inherent in the game world. 'Spells' and 'Spell Slots' are just a designation of feature frequency. Just cross out the word 'Spell' and replace it with the word 'Feature' and then you can get all manner of abilities that aren't "magic spells", they are all a random assortment of things each class can do... and the DM and players decide for themselves which ones they will fluff as Magic or Spellcasting, and which ones are just naturally occurring abilities a character can do.</p><p></p><p>Thus the 'Feature Slots' chart tells us at certain levels when we acquire new and more powerful features, and we can use those features a certain number of times per day per the chart. And the Features we acquire? If one just ignores "components" (which we almost all do anyway but for some reason some people get so hung up that they are still written down as existing in the book and thus they "still exist" for certain classes even if we actually never use them during gameplay)... and refluffs the narrative description of certain Features to remove the outwardly magical nature of them and JUST take the mechanics on their face... most abilities can be magical or non-magical all you want.</p><p></p><p>- A PC can move faster than normal throughout the day occasionally. Is that just a class feature ability you can gain, or a "magical spell" like Longstrider or Expeditious Retreat?</p><p></p><p>- A PC can heal the hit points of another character. Is that a class feature ability you can gain, or a "magical spell" of Cure Wounds?</p><p></p><p>- A PC is so good at weapon fighting that they can occasionally hit for greater damage. Is that a class feature ability you can gain, or a "magical spell" like Divine Smite or Hunter's Mark, or Hex?</p><p></p><p>And it even works for turning "magical effects" into "non-magical effects" as well:</p><p></p><p>- A PC non-magical 'Warlord' is fantastic at getting their fellow party members inspired to do great things. Is that a class feature ability you can gain, or a "magical effect" of Bardic Inspiration?</p><p></p><p>By just letting go of what the books say and treating everything as merely amorphous guidelines and ideas from which you can create or make whatever you wish... you can actually get that which you want. But I don't think most people want that openness and then self-restrict themselves to create the characterized archetypes they want... they want the books to restrict them instead. Which to me is a shame.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9487196, member: 7006"] I have found that the easiest way to make a non-magical anything in D&D is to just treat the word 'Spells' that appears in most class charts as not being anything more that a category heading and not something inherent in the game world. 'Spells' and 'Spell Slots' are just a designation of feature frequency. Just cross out the word 'Spell' and replace it with the word 'Feature' and then you can get all manner of abilities that aren't "magic spells", they are all a random assortment of things each class can do... and the DM and players decide for themselves which ones they will fluff as Magic or Spellcasting, and which ones are just naturally occurring abilities a character can do. Thus the 'Feature Slots' chart tells us at certain levels when we acquire new and more powerful features, and we can use those features a certain number of times per day per the chart. And the Features we acquire? If one just ignores "components" (which we almost all do anyway but for some reason some people get so hung up that they are still written down as existing in the book and thus they "still exist" for certain classes even if we actually never use them during gameplay)... and refluffs the narrative description of certain Features to remove the outwardly magical nature of them and JUST take the mechanics on their face... most abilities can be magical or non-magical all you want. - A PC can move faster than normal throughout the day occasionally. Is that just a class feature ability you can gain, or a "magical spell" like Longstrider or Expeditious Retreat? - A PC can heal the hit points of another character. Is that a class feature ability you can gain, or a "magical spell" of Cure Wounds? - A PC is so good at weapon fighting that they can occasionally hit for greater damage. Is that a class feature ability you can gain, or a "magical spell" like Divine Smite or Hunter's Mark, or Hex? And it even works for turning "magical effects" into "non-magical effects" as well: - A PC non-magical 'Warlord' is fantastic at getting their fellow party members inspired to do great things. Is that a class feature ability you can gain, or a "magical effect" of Bardic Inspiration? By just letting go of what the books say and treating everything as merely amorphous guidelines and ideas from which you can create or make whatever you wish... you can actually get that which you want. But I don't think most people want that openness and then self-restrict themselves to create the characterized archetypes they want... they want the books to restrict them instead. Which to me is a shame. [/QUOTE]
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