2 Different Hunter's Mark not working at the same time

2 weeks ago

I have 2 chars with hunters mark. A greenmage and a ranger. If i try to use both Hunters mark on the same target, most of the time one of them is not working. Not adding the damage for one of the characters (Greenmage mostly of the time). Please take a look.

Collin
Visitor
2 weeks ago

I am experiencing this same issue. Hard to run four rangers if only one can benefit from Hunters Mark on the same foe.

inkchs
Level 2
2 weeks ago

Same-name effects do not stack in dnd 5th edition rules. Unless Solasta specifically bends this rule, buff/debuff effects like hunter's mark, bestow curse, same paladin auras should not stack.

ooshp
Level 4
2 weeks ago

Hunter's Mark actually buffs the caster, rather than debuffing the target. Although a single caster can't benefit from more than one Hunter's Mark (through a ring of Spell Storing or some other theoretical way of getting 2 concentration spells up), two different casters should be able to benefit from their own Hunter's Mark as the mechanical effect is entirely on the caster.

The debuff icon is traditionally applied to the target as it's much easier to track who the caster has a damage bonus on, but the spell's mechanical effects are entirely on the caster:

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.


It sounds like a bug, though it may also have been intentional.


More thorough explanation on Stack Exchange.

inkchs
Level 2
1 week ago

I actually do not agree with the interpretation on Stack Exchange, else the spell would have a range of Self (range) rather than the Range ft. Similar ruled spells would be something like Primal Savagery spell (not in Solasta) in 5e which has a range of Self but also requires a target within 5 feet. Pass Without Trace in the game also works differently than it does in 5e rules, Pass Without Trace in the paper rules is an aura with a range of Self, while in Solasta, it is a multitarget ranged spell.

But yes, interpretation can change when the effect transitions into the game engine.

ammo
Level 6
Kickstarter Backer
1 week ago

I actually do not agree with the interpretation on Stack Exchange, else the spell would have a range of Self (range) rather than the Range ft. Similar ruled spells would be something like Primal Savagery spell (not in Solasta) in 5e which has a range of Self but also requires a target within 5 feet. Pass Without Trace in the game also works differently than it does in 5e rules, Pass Without Trace in the paper rules is an aura with a range of Self, while in Solasta, it is a multitarget ranged spell.

But yes, interpretation can change when the effect transitions into the game engine.

I agree with the target being the enemy.  The range of 90ft and the phrase "If the target drops to 0 hit points before this spell ends ..." in the spell text clearly indicate the target of the spell is the enemy you are shooting.  

However, in 5e multiple marks from different casters can be active on the target, just like having multiple Aid spells with separate durations.   See for example what happens if you end one spell on a target while another spell with the same name is still active. Their effects do not stack of course, due to the rules.   In the case of Hunter's Mark though, they would not stack anyway, because they trigger only on attacks from their caster.  

So in short, the game should allow multiple Hunter's Mark spell effects active from different casters.  Maybe the game engine just can't handle that.