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*Dungeons & Dragons
Why Would I Play a Ranger?
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<blockquote data-quote="Sacrosanct" data-source="post: 6743732" data-attributes="member: 15700"><p>What are you talking about? This doesn't make sense. What does this have to do with feats? Look at what that subclass actually gets, and don't look at it like a pet and the assumptions thereof. If you choose a beastmaster, you essentially get:</p><p></p><p>*a bonus to attacks that can be one or more of the following: knocking target's prone, bonus attacks, advantage on attacks, etc. And this can be done on <em>every turn</em>. It's not limited by things like a battlemaster's # of superiority dice.</p><p>* a resource that takes away attacks from monsters that would otherwise target the party (until hp runs out of the pet). This essentially is a HP soak buffer</p><p>*splitting areas on the combat map. I.e., your PC can be over here, and your pet over there, and you can impact the environment or other PCs (via help) from either location.</p><p></p><p>Those are huge benefits.</p><p></p><p></p><p></p><p>I think you need to reread the class and the common pet options. Nearly every pet gets some sort of bonus ability rather than just "attack". Also, the pet gets your prof bonus to all rolls, including saving throws and skills it's proficient in. So that DC12, if you have a prof bonus of +4, is a DC 16.</p><p></p><p></p><p></p><p>And? Emotional investment has ZERO relevance to the mechanical power of a class. The BM as written has some pretty significant benefits as I mentioned. Being able to get a new beast after 8 hours of losing the previous one is just a minor inconvenience, mechanically. What I have read from many of the BM fans is that they essentially want to play two characters, both of whom are as effective as other classes individually. And of course that throws the balance off tremendously. Look at the benefits from a macro perspective. The abilities essentially granted easily rival those of any other class. Like I said, if you get rid of the beast part and say:</p><p></p><p>"your subclass allows you </p><p>*to soak 15HP or 4x ranger level (whichever is higher). Soak amount can be regained through normal healing measures, and can regen after a long rest completely.</p><p>*add an effect to your attack (either grant advantage or knock prone or grant a bonus attack) once a turn</p><p>* grant a help action at unlimited range </p><p>*at 7th level, take a bonus action to help (normally an entire action for everyone else)</p><p>*at 11th level, gain an extra attack that also has one of the above effects tied to it"</p><p></p><p>I highly doubt people would be complaining that that subclass is underpowered.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 6743732, member: 15700"] What are you talking about? This doesn't make sense. What does this have to do with feats? Look at what that subclass actually gets, and don't look at it like a pet and the assumptions thereof. If you choose a beastmaster, you essentially get: *a bonus to attacks that can be one or more of the following: knocking target's prone, bonus attacks, advantage on attacks, etc. And this can be done on [i]every turn[/i]. It's not limited by things like a battlemaster's # of superiority dice. * a resource that takes away attacks from monsters that would otherwise target the party (until hp runs out of the pet). This essentially is a HP soak buffer *splitting areas on the combat map. I.e., your PC can be over here, and your pet over there, and you can impact the environment or other PCs (via help) from either location. Those are huge benefits. I think you need to reread the class and the common pet options. Nearly every pet gets some sort of bonus ability rather than just "attack". Also, the pet gets your prof bonus to all rolls, including saving throws and skills it's proficient in. So that DC12, if you have a prof bonus of +4, is a DC 16. And? Emotional investment has ZERO relevance to the mechanical power of a class. The BM as written has some pretty significant benefits as I mentioned. Being able to get a new beast after 8 hours of losing the previous one is just a minor inconvenience, mechanically. What I have read from many of the BM fans is that they essentially want to play two characters, both of whom are as effective as other classes individually. And of course that throws the balance off tremendously. Look at the benefits from a macro perspective. The abilities essentially granted easily rival those of any other class. Like I said, if you get rid of the beast part and say: "your subclass allows you *to soak 15HP or 4x ranger level (whichever is higher). Soak amount can be regained through normal healing measures, and can regen after a long rest completely. *add an effect to your attack (either grant advantage or knock prone or grant a bonus attack) once a turn * grant a help action at unlimited range *at 7th level, take a bonus action to help (normally an entire action for everyone else) *at 11th level, gain an extra attack that also has one of the above effects tied to it" I highly doubt people would be complaining that that subclass is underpowered. [/QUOTE]
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