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#Like itd make sense right?? to players they can control characters and run around without exhaustion (unless they have a stamina for runnin
vylenescardhouse · 1 year
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Maybe the reason why Kris hunches over and walks like they're in pain when without the soul is because physically, we have been running around virtually for what's probably miles in the dark world, and getting back in control just dumps the hours of exhaustion and pain from overexertion onto them.
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thedeadflag · 5 years
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Hey, pretty soon I'll be playing a friend of mine is gonna be DMing Tyranny Of Dragons for me and a couple of friends, and I can't decide whether I should play a Monk (probably Open Hand, maybe Kensei) or a Ranger (either Beastmaster or Horizon Walker), 'cause I've never played either of those classes, nor has anyone at the tables I've played. Can you tell me a little about your experiences with these classes?
The Ranger has been one of my favourite classes throughout the editions of D&D in terms of flavour, and I’ve had some fun with monks as well. In 5th edition, both took a fair bit of a hit in utility (individual and within group dynamics) and power at pretty much all ranges. The Ranger was propped back up a little bit in Unearthed Arcana in the revised ranger archetype, but both are still largely considered at best middle of the road classes, and at worst, the lowest tier of classes in the game in utility and character. 
That’s not to say they can’t be fun and have a lot of flavour, and still find use. If you’ve watched Critical Role, you can see Vex and Beau weren’t useless by any stretch. No class is junk in 5e due to the improved parity compared to some past editions. So power and utility aside, if you feel drawn to any class/subclass, and you want to dive into its particular brand of flavour, then I say go for it. I would gauge the rest of the party’s makeup in making your decision, because group synergy is important, but you have to make yourself happy, too, right?
Anywho, I’ll break down my take on both.
When it comes to Monks, I like Open Hand the best. If you want to have a Monk-style gameplay with weapons, then Mystic or Fighter are probably better options with some more flair and utility involved than Kensei imo, but if that’s the route you want to take, it’d be alright. However, Open Hand has quivering palm, which is pretty incredible late game as far as damage and flexible timing from a single person through 3 ki pts and an action. If you do ever reach level 17, I would recommend multiclassing after that if you’re allowed, since the rest of the Monk’s class progression is kind of junk in comparison, and it could use some much needed utility from 3 levels of another class. Anywho, I like open hand not just for the flavor of being a class that’s capable of being an unarmed beast in battle, but also because of the way it can work in alignment with fighters who can also control the battlefield, like any fighter with a sentinel/polearm master. The ability to shove an enemy up to 15ft with one of your flurry attacks, launching them into the range of a fighter who gets a free opp attack against them and can from then on lock down their movement with a successful hit? That can be an excellent tag team. The Monk isn’t excellent for utility, but the Open Hand technique is probably the best at providing utility in combat among all the monk disciplines. Like, another option after hitting with flurry of blows is to steal all reactions for the opponent until the end of your next turn. This can be especially helpful against casters, as stealing reactions = preventing counterspells. And Monks can get a lot of attacks = lots of attempts to disrupt concentration of enemy casters, so the open hand monk is especially helpful at being a designated mage wrecker with having the mobility to reach casters and the ability to destabilize them. It’s arguably the one thing (aside from unarmed damage) that (this one kind of) monks do better than just about anyone else, arguably.
Now, to Rangers.
Honestly, I don’t like beast-focused Rangers. I think they’re a lot of work in order to get the mechanical payoff most other classes can achieve without a lot of thought or effort. Generally, any class that can let me focus more on flavour and RP is one I’m going to prefer, and beast master’s just…unwieldy. A lot of people say the class is junk, and if you run it without getting into the headspace for optimizing, it’s probably going to be more of a frustrating experience than you’d have hoped for. With BMs, you’re managing not just your character, but your companion, and you have to keep up with the different mechanics of both, you need to be 100% on top of choices made while leveling up, you need to have a strong understanding of battlefield control and your companion’s capabilities from the get go, and you really ought to be the kind of player who is happy to take a backseat to everyone else in and out of combat because the way you’ll shine is by helping everyone else do what they do with a little bit higher odds of success than otherwise. Personally, I like playing that sort of character, but I can do all of that with other classes a lot easier, and usually better, so this isn’t the kind of archetype I’d choose for a character myself. If you really want to, and think it’s cool, go for it, though.
The first thing I’d do is ask if you can use the UA revised ranger instead of the PHB ranger if you’re going the beast route (it’s “beast conclave” archetype in UA). If your DM allows that and insists you choose your companion from the list provided here, take the wolf (pack tactics is v helpful, same with 40ft speed and being able to send enemies prone after attacking) or ape (climb 30ft, melee/ranged ability, good stat baselines). 
The second thing you’ll need is to lock down a quality companion, and that can take a bit of wheeling and dealing with your DM to let you use one of the supplementary books as a source, which is especially necessary if you’re not able to use the revised ranger class from UA. You do not want a hawk, mastiff, or panther, the PHB offers some shit examples out of the gate (panther and hawk are only conditionally good if you’re only ever going to have your companion rushing around the map using the ‘help’ action, or scouting to some extent, and the latter becomes less useful and reliable the higher level you become). Don’t choose a CR 0 companion, or one under ¼. If you absolutely must use a hawk for character flavor, then a blood hawk that at least has pack tactics would be a must. But if you are hoping for a companion that can do damage, look for something with certain damage if it hits, like added poison damage. Look for good AC if you want a tank. Look for versatility in mobility and senses. Look for special abilities (the boar having a relentless ability where it’ll go back to 1HP if it falls below 0; the wolf spider has web walk and web sense which can really help with casters using web if players don’t want to wade into the difficult terrain or are having difficulty finding enemies caught in the web; etc.)
But yeah, beast-focused rangers  will be best when they’re spamming the help action with their beasts, using their beasts to get enemies out of cover, using their beasts to help control the field and give others advantage/take advantage, etc. You need to be quick mentally to know what you want to do with your character and your companion each time your turn comes around (most DMs, myself included, aren’t going to let you have as much time as you need to figure out what you want to do on both fronts, so if you can’t juggle two characters at once without losing a step, it might not be the archetype for you). This type of ranger requires you to know exactly what you want to be able to accomplish for yourself and your party right out of the gate, so you’ll want to gauge what your party members will be specializing in, what they want to be able to do, and see if there’s a way to shape your ranger to aid in that, particularly in choosing a beast that can be the most effective in ensuring that. Group cohesion is the name of the game with this form of ranger, so you’ll want to consider race selection a part of this process, too. I’ve had one player bomb hard as a BM and re-roll a different ranger, and I’ve had a friend who ran one who was the group’s unsung hero a lot of the time during their campaign. If you’re looking at Vex from CR as inspiration, keep in mind she had an excellent set of stats from lvl 9 onwards, and plenty of magical weapons to make up for much of any class shortcomings as characters scale up…look at how often Trinket was useful (very rarely) and understand that the bear was essentially just flavour for most of the campaign, and Vex would have been considerable underpowered compared to the rest of the party if not for some considerable DM intervention in ways that make things a lot trickier for DMs (adding magical weapons/items can easily unbalance a campaign, and it’s a matter of experience in knowing how to dole them out without throwing balance aside…Matt Mercer’s comfortable handing out flying carpets and multiple +2AC items  and superpowered magical weapons by level 9, I wouldn’t give them out before level 14 or 15 and it would really only be if a player was severely struggling and refused to re-roll a more appropriate character while dying or nearly dying most combats). Other classes and archetypes have features and abilities that scale as you level, some earn specific spells as they level up that others can’t get, etc., but with beast conclave rangers, it’s their beast that slightly improves in a few meaningful ways. So if you’re going that route, you need to commit to a great beasts that’s a great fit for you and your party, and you need to commit to making the absolute most out of them and knowing how to make the most out of them.
Horizon Walker’s a simpler archetype that has some badass spells, but the flavour for the class can be a bit…strange in some adventures. It might not fit well with Tyranny of Dragons, I’m not sure how much planar travel’s involved in that adventure. Which might not be a problem for the DM, or you. I still prefer the UA ranger conclaves, but out of the PHB ones, this one’s probably the best of the bunch, even if it’s mostly going to lean towards being a melee build (which, again, check your party comp to see if that’s something that is workable). 
Anywho, those are my late night D&D ramblings. You can take my words with a grain of salt if you’d like, and as always the rule of cool applies…if you think it’s cool and you really want to go with something, go for it and I hope the DM will find a way to help you make it work, but yeah, these classes can be a bit of an uphill battle, though I suppose potentially a rewarding challenge if that’s what you’re looking for.
Best of luck with the campaign, I’m sure you’ll have fun! 
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