A beast companion that can be stomped by an ogre and strip 50%+ of your class features away is a not starter for design.
Okay? I never said it was. I just pointed out that for many people the requirement of magic was a non-starter. That doesn't mean all their companions have to be ogre smashable.
The beastmaster has a feral inner spirt/mentality and has a deeper mental empathy for other feral or animalistic beings like their companion.
Easy peasy.
So, a magical, primal connection? Cause that's exactly how I might describe a magical, primal connection.
You are kidding me.
You forgot the moon druid is a whole full caster, right,
The Beastmorph has 5 1d6 claw attacks at level 20 with no magic buffs.
Did you forget Moon Druids spend most of their time not being able to cast spells while transformed? Also, yeah I flat out did the math of 5d6+25 earlier. Kind of weird though, if I was a Feral Spirit Tamer, I could get one or two attacks AND THEN 5 attacks of "stronger than normal" so, maybe like 5d6+35? But this Beastmorph loses attacks to just.. combine? I mean, if you don't get any benefit from combining, why not keep your health pools separate so you can double benefit from buffs and magical healing from other classes?
So, you've now taken it from hilariously broken, to fundamentally weaker than the baseline tamer you want to create. Again.
Were are you getting that math?
Did I say the base beastmaster class has more that one attack themselves? Or even spells?
No, but if you aren't a caster and you aren't a rogue, you get extra attack. So, two attacks is pretty reasonable. And... I didn't mention spells in my math except for the paladin. And you don't need to tell me paladins get spells. I know.
The fearl companion has more HP, the fey companion can teleport away to heal. The beastmorph's beast can hide in their master.
No math was mentioned because the math can be adjusted to match baseline before printing.
The feral Companion has more HP and can be healed from class abilities and OTHER party members. You didn't say teleport away to heal, you said teleport away when they hit 0 hp. Could be like the new Familars who have a similar mechanic, that doesn't involve healing. And... how do you hide in the master but also give them temp hp?
I know you have built this yet, but you were raking me over the coals for saying it would be difficult. Yet for how extremely mindlessly easy you claimed it would be, you sure are making a whole lot of messes that you only fix after I point them out.
Imagine a slider. Class on one side, Subclass on the other.
As long as the beastmaster is solely a subclass, the beast master's beast companion has a whole section of the power unavailable.
If the Ranger's power is 50% Class 50% Subclass, the beast can only have access to 50% of the PC's power.
If the Ranger's power is 70% Class 30% Subclass, the beast can only have access to 30% of the PC's power.
If the Ranger's power is 80% Class 20% Subclass, the beast can only have access to 20% of the PC's power.
Afterall, you can't trade out your Spellcasting and Extra Attack for more companion HP and better AC. Not directly.
If you shift the beast companion to the class, you have access to the full class power and subclass power for design space.
This is best displayed with the 4e Ranger. You can choose between Weapon Powers and Beast Powers in the Ranger. But not with your Paragon Path. Those are separate pools.
Why did people complain about the beast master? It was and required trading out your ranger actions.
Why did WOTC force this? Because there is no simple way to trade unusued martial or primal power to the companion.
You can't trade out medium armor, natural explorerm and favored enemy for an extra beast attack. Or like 4e did, lose your fighting style.
This is all painfully obvious, but do you know what else is painfully obvious?
No one is complaining about the Beast Master losing their action any more... because they don't. The Artificer's Beast Companion was very well received, and often lauded as exactly what the Beast Master Ranger should have been. Same with the Drakewarden, it is very well recieved.
So, you've created this entire elaborate structure to justify changing how strong the beast is... and completely missed that people are general satisfied with the current set-up. So, you have all this set-up, all this work, couched in the idea of removing things people currently like and want, all to maybe make it better if you don't mess up the design?
Why not... just stick with what is working?
Because as the poll shows, a lot of people still want an magical ranger.
And no one as I've seen has design a ranger class that has the option full martial or a 1/2 caster.
A5e went with 1/3 caster.
PF2 cut the magic.
The best option is 2 classes. Or 3 for the Beastmaster.
Right.... so, I'll restate my question. Why can't the Warden be the non-magical one, since the poll shows people still want the magical ranger? Seems kind of obvious to make the new thing into the new thing, instead of making the old thing into a new thing so you can make the new thing into the old thing.