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What type of ranger would your prefer for 2024?
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<blockquote data-quote="Shardstone" data-source="post: 9064990" data-attributes="member: 6807784"><p>The problem with this viewpoint is everything is already a spell, it's just not always presented as a spell.</p><p></p><p>Mearls looses years ago during Happy Fun Hour that everything is balanced along spell levels. Now we have some people on this forum who have unearthed more and discovered that yes, it really is all based around spell levels for damage and virtual damage.</p><p></p><p>The PHB isn't just 1,000 "abilities" because people twitch their eye at that and like a bit of texture. However, in the end, it really is all spells.</p><p></p><p>Rage is a variant concentration spell. Second Wind is a more streamlined cure wounds. Even Attack and Extra Attack are basically just spells that deal variable damage depending on the weapon in your hand.</p><p></p><p>Why is the game like this? Because the game shipped with like, over 300 spells. That's 300 different mechanical effects already created in the game. And half of those don't even have to be spells. Conjure Volley can be decided by the DM to be a martial ability that rangers can do, making it work in antimagic fields, etc, and it'd literally change nothing about the game mechanically because the game is literally all spells top from bottom.</p><p></p><p>Next, there's this weird idea in D&D discourse about magic. Apparently Fantasy worlds that have people doing superhuman things classifies said things not as magic, just as natural biology. Somehow, through some mysterious force or a quirk of esoteric physics unknown and undivinable, a fighter can attack 8 times and do as much damage as a literal meteor swarm against a single target. Somehow, by processes natural and totally mundane, a Barbarian can fall 500 feet and just get up and say "lol." But the moment we call these superhuman feats "magical" everyone loses their minds.</p><p></p><p>However, in reality, this isj just magic. In Fantasy realms, the magical nature of the world enables superhuman feats. But because we apparently aren't allowed to call magic "magic" in all cases, we have to dance around what's going on. It's like, just say it's magic. Because it is. Rage isn't mundane, it's magic. YOu can pretend like its mundane, you can wear that aesthetic, but you can't look me in my face and tell me that getting so mad that you literally hulk out, become resistant to all weapon damage, etc etc, isn't a form of magic...because it is.</p><p></p><p>So long as the Community headbutts the brick wall that is the term "magic" and refuses to acknowledge the fact that D&D is a game with most of its complexity in SPELLS, we'll be stuck repeating this nauseous discourse until the end of time.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9064990, member: 6807784"] The problem with this viewpoint is everything is already a spell, it's just not always presented as a spell. Mearls looses years ago during Happy Fun Hour that everything is balanced along spell levels. Now we have some people on this forum who have unearthed more and discovered that yes, it really is all based around spell levels for damage and virtual damage. The PHB isn't just 1,000 "abilities" because people twitch their eye at that and like a bit of texture. However, in the end, it really is all spells. Rage is a variant concentration spell. Second Wind is a more streamlined cure wounds. Even Attack and Extra Attack are basically just spells that deal variable damage depending on the weapon in your hand. Why is the game like this? Because the game shipped with like, over 300 spells. That's 300 different mechanical effects already created in the game. And half of those don't even have to be spells. Conjure Volley can be decided by the DM to be a martial ability that rangers can do, making it work in antimagic fields, etc, and it'd literally change nothing about the game mechanically because the game is literally all spells top from bottom. Next, there's this weird idea in D&D discourse about magic. Apparently Fantasy worlds that have people doing superhuman things classifies said things not as magic, just as natural biology. Somehow, through some mysterious force or a quirk of esoteric physics unknown and undivinable, a fighter can attack 8 times and do as much damage as a literal meteor swarm against a single target. Somehow, by processes natural and totally mundane, a Barbarian can fall 500 feet and just get up and say "lol." But the moment we call these superhuman feats "magical" everyone loses their minds. However, in reality, this isj just magic. In Fantasy realms, the magical nature of the world enables superhuman feats. But because we apparently aren't allowed to call magic "magic" in all cases, we have to dance around what's going on. It's like, just say it's magic. Because it is. Rage isn't mundane, it's magic. YOu can pretend like its mundane, you can wear that aesthetic, but you can't look me in my face and tell me that getting so mad that you literally hulk out, become resistant to all weapon damage, etc etc, isn't a form of magic...because it is. So long as the Community headbutts the brick wall that is the term "magic" and refuses to acknowledge the fact that D&D is a game with most of its complexity in SPELLS, we'll be stuck repeating this nauseous discourse until the end of time. [/QUOTE]
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