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General Tabletop Discussion
*Dungeons & Dragons
What is/should be the Ranger's "thing"?
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<blockquote data-quote="Li Shenron" data-source="post: 6665417" data-attributes="member: 1465"><p>Not to the point of being detrimental to the others. </p><p></p><p>The problem with a pet is twofold:</p><p></p><p>- Being a fan of the Ranger and being a fan of pets is two separate things. A pet is a HUGE baggage for a player who isn't interested, if you make it a default for an entire class it will be detrimental to those who want to play that class but not the pet. At the same time, if one class is the "pet class" of the whole game, it will be detrimental to those who want to play a PC with a pet, but not a Ranger. IIRC also the Warlock and Wizard can get a pet, probably the Warlock has a class feature and the Wizard can learn a <em>Find Familiar</em> spell (at least it was so in the playtest). NONE of them have the pet by default, it is ALWAYS a choice, even tho the delivery method (subclass, class feature, learnable spell) varies. This is a very good deal IMO.</p><p></p><p>- Way too many people don't just want a pet, they want a <em>combat</em> pet. This easily has problems both in terms of balance (you can't design it so that the Ranger is good as 2 characters in combat, not even 1.5, unless you introduce a nasty XP cost or something like that) and increasing complexity of combat. I don't know the details but from what I have heard on the forums, the 5e designers clearly made the decision <em>for everyone's pet</em> to be NOT combat-oriented, if it's true that you can have it only <em>replace</em> an attack of yours instead of <em>adding</em> it. You are still free to use your pet in all non-combat situations and tasks in whatever way you want.</p><p></p><p>Overall I am very glad 5e made both these decisions!</p><p></p><p></p><p></p><p></p><p></p><p>I don't have problems with Rangers spells, but I want to point out that it is not that complicated to make them look completely non-magical abilities.</p><p></p><p>The only tricky part is the daily slots limit, which in general can only be explained either as "fatigue" or "magic". Wilderness abilities may require a less straightforward explanation if daily-limited, maybe something related to "running out of resources in the current locale"?</p><p></p><p>'Would require the introduction of a whole new set of mechanics' makes it sound like a scary task, but it only took us an hour or so back in 3ed to write up a decent spell-less Ranger (and Paladin) for our campaign. We took a bunch of spells that could be easily described as non-magical, make them at-will extraordinary abilities, and let a Ranger pick one of them (or a feat, or a Druid's extraordinary ability) each time it would have acquired a new level of spells. No new major mechanics, just minor adjustments. Here they are [note that they are for 3e]:</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6665417, member: 1465"] Not to the point of being detrimental to the others. The problem with a pet is twofold: - Being a fan of the Ranger and being a fan of pets is two separate things. A pet is a HUGE baggage for a player who isn't interested, if you make it a default for an entire class it will be detrimental to those who want to play that class but not the pet. At the same time, if one class is the "pet class" of the whole game, it will be detrimental to those who want to play a PC with a pet, but not a Ranger. IIRC also the Warlock and Wizard can get a pet, probably the Warlock has a class feature and the Wizard can learn a [I]Find Familiar[/I] spell (at least it was so in the playtest). NONE of them have the pet by default, it is ALWAYS a choice, even tho the delivery method (subclass, class feature, learnable spell) varies. This is a very good deal IMO. - Way too many people don't just want a pet, they want a [I]combat[/I] pet. This easily has problems both in terms of balance (you can't design it so that the Ranger is good as 2 characters in combat, not even 1.5, unless you introduce a nasty XP cost or something like that) and increasing complexity of combat. I don't know the details but from what I have heard on the forums, the 5e designers clearly made the decision [I]for everyone's pet[/I] to be NOT combat-oriented, if it's true that you can have it only [I]replace[/I] an attack of yours instead of [I]adding[/I] it. You are still free to use your pet in all non-combat situations and tasks in whatever way you want. Overall I am very glad 5e made both these decisions! I don't have problems with Rangers spells, but I want to point out that it is not that complicated to make them look completely non-magical abilities. The only tricky part is the daily slots limit, which in general can only be explained either as "fatigue" or "magic". Wilderness abilities may require a less straightforward explanation if daily-limited, maybe something related to "running out of resources in the current locale"? 'Would require the introduction of a whole new set of mechanics' makes it sound like a scary task, but it only took us an hour or so back in 3ed to write up a decent spell-less Ranger (and Paladin) for our campaign. We took a bunch of spells that could be easily described as non-magical, make them at-will extraordinary abilities, and let a Ranger pick one of them (or a feat, or a Druid's extraordinary ability) each time it would have acquired a new level of spells. No new major mechanics, just minor adjustments. Here they are [note that they are for 3e]: [/QUOTE]
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