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What type of ranger would your prefer for 2024?
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<blockquote data-quote="Chaosmancer" data-source="post: 9083219" data-attributes="member: 6801228"><p>Well, with mandatory magic, you don't have a non-magical version, so that may well be a non-starter for many people. </p><p></p><p>So, first I'll not that despite Emberash calling my unimaginative and stupid for having a class that does a bear or a snake for their beast, here we have exactly what I was talking about for that. Funny how that works. </p><p></p><p>Secondly, you didn't really answer my question. Where is it called a "feral spirit" if it isn't spiritual at all? It is just a name, sure, but I would never have guessed you were going to attempt non-magic with something like that. </p><p></p><p>Third, this is hella broken. Hello Beastmorph being a better version of the moon druid that allows for 5+ attacks and massive Temp hp, unless you make them only able to do so once per day, which is a very harsh limit on something that is your iconic ability compared to everyone else's always on abilities. </p><p></p><p>I also love how you first start with scaling attacks on such an insane level (a baseline of 2d8+6+5d6+20 And probably higher than that! That is sitting at a baseline 52.5 average damage, and that is with a +3 mod on the character and a +4 mod on the beast. Great Weapon Paladin is dealing 4d6+10+2d8+6+4d8 = 57 and that is with a feat, max stats and a 3rd level divine smite!) then give bonus damage to the "feral spirit" to help differentiate it... and then give bonus damage to the Fey Speaker. Then other beast gets conditions and increased health to stay in the fight longer, while the fey beast.. can speak sylvan... and can teleport away so you don't have to use that channel nature whose main purpose is to revive your beast.... which you probably use anyways to resummon it. Like, it is almost a perfect storm. On one hand, utterly broken mechanically and on the other, so much obviously weaker than the other options that it clearly was just thrown together to provide a concept. </p><p></p><p>And note, what are the mechanics of the subclass? It just improves the beast. That's it. It just gives the beast different options on their statblock. Meaning that, mechanically, all the weight is in the class... which works identically in likely attacking and commanding the beast to make five attacks as a bonus action. Isn't that... sort of exactly what I said was going to happen? That thing that I'm getting declared unoriginal and uninspired, and not even trying for pointing out? All you've done is create a class that does the same thing the beast master does, and then make subclasses to give them different statblocks to play with. That's it.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9083219, member: 6801228"] Well, with mandatory magic, you don't have a non-magical version, so that may well be a non-starter for many people. So, first I'll not that despite Emberash calling my unimaginative and stupid for having a class that does a bear or a snake for their beast, here we have exactly what I was talking about for that. Funny how that works. Secondly, you didn't really answer my question. Where is it called a "feral spirit" if it isn't spiritual at all? It is just a name, sure, but I would never have guessed you were going to attempt non-magic with something like that. Third, this is hella broken. Hello Beastmorph being a better version of the moon druid that allows for 5+ attacks and massive Temp hp, unless you make them only able to do so once per day, which is a very harsh limit on something that is your iconic ability compared to everyone else's always on abilities. I also love how you first start with scaling attacks on such an insane level (a baseline of 2d8+6+5d6+20 And probably higher than that! That is sitting at a baseline 52.5 average damage, and that is with a +3 mod on the character and a +4 mod on the beast. Great Weapon Paladin is dealing 4d6+10+2d8+6+4d8 = 57 and that is with a feat, max stats and a 3rd level divine smite!) then give bonus damage to the "feral spirit" to help differentiate it... and then give bonus damage to the Fey Speaker. Then other beast gets conditions and increased health to stay in the fight longer, while the fey beast.. can speak sylvan... and can teleport away so you don't have to use that channel nature whose main purpose is to revive your beast.... which you probably use anyways to resummon it. Like, it is almost a perfect storm. On one hand, utterly broken mechanically and on the other, so much obviously weaker than the other options that it clearly was just thrown together to provide a concept. And note, what are the mechanics of the subclass? It just improves the beast. That's it. It just gives the beast different options on their statblock. Meaning that, mechanically, all the weight is in the class... which works identically in likely attacking and commanding the beast to make five attacks as a bonus action. Isn't that... sort of exactly what I said was going to happen? That thing that I'm getting declared unoriginal and uninspired, and not even trying for pointing out? All you've done is create a class that does the same thing the beast master does, and then make subclasses to give them different statblocks to play with. That's it. [/QUOTE]
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