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Homebrew Ranger Subclass - feedback please
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<blockquote data-quote="Bacon Bits" data-source="post: 8049721" data-attributes="member: 6777737"><p>The features themselves are great. It's not overpowered and the abilities are coherent and flavorful. I really like what you're going for.</p><p></p><p>I would be inclined to make Oral History into Expertise instead of another bonus, or perhaps allowing the player to substitute Wis instead of Int, but that's just my instinct to stick to existing mechanical patterns. I don't think it's overpowered or broken to do it as you've done.</p><p></p><p>I might be inclined to add Wizard spells since 1e Bards got some Magic-User spells, too, but I agree Druid spells are more flavorful. Maybe change "Druidic High Magic" to just "High Magic" and let a PC pick either a Druid spell of 6th or lower or a Wizard spell of 4th or lower?</p><p></p><p>The problem that I see is the same problem that many Ranger subclasses have. With the exception of Hunter's Mark, Fighting Style, and Extra Attack all of the class's combat tricks come from the subclass. That means everything that makes you more effective in martial combat than a Nature Cleric, Druid, or Bard is given up in exchange for... a few Druid spells. If the base Ranger class were better designed then I would say that it would be fine, but as it is I think it's not a very compelling choice for an <em>adventurer </em>who is likely to be involved in daily combat and focus on daily combat. This is why at 3rd level Horizon Walker has Planar Warrior and Hunter has Hunter’s Prey. They both add damage.</p><p></p><p>The major flaw of the Ranger is that Favored Enemy and Natural Explorer are the most do-nothing abilities that ever didn't do anything. Yes, yes, I'm sure the forums have that one guy whose DM let them be extraordinarily useful every session because their campaign is wildly different than even the official modules, but that's the exception proving the rule. In most campaigns, even when they work they don't do much. If your table is using the alternative class features UA then I think this more interesting, but without that I think most players won't be interested in it.</p><p></p><p>I would combine Druidic Lore and Oral History into one ability. Then I'd create an ability that, as a bonus action, allows you to add 1d6 damage to one attack each turn, probably with limitations of some kind. Look at the 3rd level abilities for Hunter, Horizon Walker, and Monster Slayer. That's basically what every Ranger subclass needs to remain competitive.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8049721, member: 6777737"] The features themselves are great. It's not overpowered and the abilities are coherent and flavorful. I really like what you're going for. I would be inclined to make Oral History into Expertise instead of another bonus, or perhaps allowing the player to substitute Wis instead of Int, but that's just my instinct to stick to existing mechanical patterns. I don't think it's overpowered or broken to do it as you've done. I might be inclined to add Wizard spells since 1e Bards got some Magic-User spells, too, but I agree Druid spells are more flavorful. Maybe change "Druidic High Magic" to just "High Magic" and let a PC pick either a Druid spell of 6th or lower or a Wizard spell of 4th or lower? The problem that I see is the same problem that many Ranger subclasses have. With the exception of Hunter's Mark, Fighting Style, and Extra Attack all of the class's combat tricks come from the subclass. That means everything that makes you more effective in martial combat than a Nature Cleric, Druid, or Bard is given up in exchange for... a few Druid spells. If the base Ranger class were better designed then I would say that it would be fine, but as it is I think it's not a very compelling choice for an [I]adventurer [/I]who is likely to be involved in daily combat and focus on daily combat. This is why at 3rd level Horizon Walker has Planar Warrior and Hunter has Hunter’s Prey. They both add damage. The major flaw of the Ranger is that Favored Enemy and Natural Explorer are the most do-nothing abilities that ever didn't do anything. Yes, yes, I'm sure the forums have that one guy whose DM let them be extraordinarily useful every session because their campaign is wildly different than even the official modules, but that's the exception proving the rule. In most campaigns, even when they work they don't do much. If your table is using the alternative class features UA then I think this more interesting, but without that I think most players won't be interested in it. I would combine Druidic Lore and Oral History into one ability. Then I'd create an ability that, as a bonus action, allows you to add 1d6 damage to one attack each turn, probably with limitations of some kind. Look at the 3rd level abilities for Hunter, Horizon Walker, and Monster Slayer. That's basically what every Ranger subclass needs to remain competitive. [/QUOTE]
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