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Sorry if this has been brought up, but this has become a very long topic.Not being cautious. They don't have to be d4's. I was just keeping the healing at the same scale as 2d6 (avg 7 + 2*con mod) which is about where 1d10+1d4 (avg 8+2*con mod) hit dice sits and keeps 1d10 for ranger HP as it currently is in PHB .
Could easily be 1d8/level for ranger HP and 2d8/level for ranger Hit dice. Certainly simpler, and less "stepping on Barbarian toes". I don't think clerics would mind at all if the Ranger can keep his own HP up.
Probably worth clarifying that in 5e there is strictly no such thing as a 'Move Action', On your turn you get an 'Action' and you get to 'Move'.
Sorry if this has been brought up, but this has become a very long topic.
How about keeping them at d10 for HP and HD, but giving them advantage on Hit Dice rolls at short rests (maybe in all healing)?
You could. It'd be weaker. So the question is: is just giving them extra HD too strong?Sorry if this has been brought up, but this has become a very long topic.
How about keeping them at d10 for HP and HD, but giving them advantage on Hit Dice rolls at short rests (maybe in all healing)?
The thing is
A free willed beastmaster beast might not look too bad. But allowing the ranger to get Weapon/Weapon/Beast instead of WeaponBeastBeast each turn can get bad fast. It becomes a virtual free attack each turn without giving up your 2 sharpshooter bow shots or relying on positioning or targeting like the hunter does. It could easily catch a DM off gaurd.