doctorbadwolf
Heretic of The Seventh Circle
Can you restate that in a way that can be parsed?5e gets screwy with magic b/p/s and elemental (magic or not) damage due to how is ISIS resistance and largely avoids using vulnerability
Can you restate that in a way that can be parsed?5e gets screwy with magic b/p/s and elemental (magic or not) damage due to how is ISIS resistance and largely avoids using vulnerability
This is what I would do, but since its not a thing in the rules, I dont have a problem with saying its Divine really. Is it an issue of the Spell list, or the source of the magic?I prefer to use Primal for Rangers and Druids.
Autocorrect mangled that badly lol. 5e gets screwy with magic b/p/s and elemental (magic or not) damage due to how it over uses resistance and largely avoids using vulnerability. Having elemental damage added is often less helpful than adding bludgeon pierce or slash damage. Paladins mostly adding radiant damage falls into a loophole just because groups rarely fight celestialsCan you restate that in a way that can be parsed?
Okay. Got it.Autocorrect mangled that badly lol. 5e gets screwy with magic b/p/s and elemental (magic or not) damage due to how it over uses resistance and largely avoids using vulnerability. Having elemental damage added is often less helpful than adding bludgeon pierce or slash damage. Paladins mostly adding radiant damage falls into a loophole just because groups rarely fight celestials
And to me that feels like ranger magic. Rangers always had the elemental weapon enchant spells. The trouble was always that the designers forgot this and stopped making weapon spells specifically for rangers, paladins and other half casters.My answer is sword magic, which no class specializes in. Lightning arrow is great, no let me throw my weapon that isn’t normally a thrown weapon, further than thrown weapons normally go, elecrocuting everyone it goes by, and then return it to my hand.
let me send my sword flying in an arc to hit multiple targets within 60 ft.
Let me mark an enemy and teleport into their face sword-first when they trigger the mark.
none of that is weird in D&D, and it’s the kind of stuff that would make them feel like they were actually built to be a magical weapons master, not someone who trained in two different academies and switches back and forth between the two traditions.
That's not controversial, it's been discussed ad-nauseum.yeah I am going to say something super controversial but ranger really needs to go back to the drawing board so we can at least figure out what it is supposed to be.
remind me I need to make a thread about monks as wotc is terrible at them.
The biggest pitfall is ending up in a Wizard/Sorcerer situation where the spell list end up being WAY too identical.Rangers and paladins not getting cantrips by default tends to throw off the 1/2 caster 1/3 caster arguments when arcane tricksters and eldritch knights do gain cantrips by default. It brings into question the value of cantrips compare to slightly better spell progression.
The entire 1/2 or 1/3 caster concept is just math for the multiclassing table and the rules don't actually call those classes such. Defining classes in that single aspect is something players do, but it doesn't look at the whole picture.
I would point out that warlocks already replicate divine smiting with the eldritch smite invocation. Unlike divine smite, eldritch smite doesn't have the 5d8 damage cap so warlocks using it are gaining higher level spell slots for smiting earlier than paladins and renewing them on short rests instead of long rests. 9 6d8 smites at 11th level with 2 rests is way more smite damage than a paladin can do over the day. I think we've already got something in place to demonstrate just giving smites or smite spells isn't enough to step on the paladin's toes.
I don't think the smite spells or cantrips (look at artficers) necessarily cause too many issues unless it's over done. The hexblade has access to eldritch smite, smith spells, and cantrips for comparison. That also includes faster access to higher level slots and invocations so it's worth a look to help gauge a hypothetical swordmage.
The real arcane half-caster was all the rangers we made along the way.
The biggest pitfall is that D&D still mostly makes all its magic for wizards and clerics and just hands the other classes wizard and cleric spells.The biggest pitfall is ending up in a Wizard/Sorcerer situation where the spell list end up being WAY too identical.
That's why I said not to give the new guy all the Smite spells just because they're magical weapon attack.
The biggest pitfall is ending up in a Wizard/Sorcerer situation where the spell list end up being WAY too identical.
That's why I said not to give the new guy all the Smite spells just because they're magical weapon attack.
All ribbing of the poor Ranger aside, I feel like DnD lost some depth to its magic and lore by leaving Primal as a power source in 4e. It had such an amazing backstory that integrated perfectly into the creation of its world...