*Deleted by user*
This argument puts me in a tough position. On the one hand, I really hate to accuse people of playing D&D "wrong". But on the other, I think the game does have certain reasonable expectations that the DM do a certain amount of preparation and/or possess a certain ability to improvise. If the DM honestly hasn't decided what's coming up next, isn't he going to have to make something up pretty soon anyway? He just has to treat tracking as if the players walked into the next encounter, except they get the information about it without actually being there. How is this contrary to "gaming procedure"? And if it is, what about the host of divination spells that can provide much more specific and detailed information about what's coming up next? Hell, what about mundane stuff like gathering rumors and looking through telescopes? I don't think you're identifying a problem with tracking -- I think you're identifying a much larger issue you have with the way information flows in D&D.I'd like to chime in on tracking. The problem with tracking is that it provides answers on what might be coming up next. The thing is the DM might not know because the DM hasn't planned that far a head. This gives the ranger an ability that doesn't really fit into gaming procedure.
The ability to collect more information is not situational.Also, it's situational - something I think we agree on the ranger needs to get away from.
I'm certainly on board with the ranger being the "Be Prepared" class. It sets them apart from fighters and barbarians, and it has the added perk of being the Boy Scout motto. But I don't think the tracking ability should be dissociated from the actual act of tracking. Tracking is fundamentally about acquiring information. If it doesn't do that, if it just gives you a buff, it's a conceptually broken mechanic. Think about it. If you say, "I track," and the DM just says, "Okay, you are now prepared -- bonus on your next save", what just happened? Your ranger presumably learned something about the nature of the next threat, but the player didn't. What if there are other useful preparations that might be made? Might the characters wish to discuss tactics? The party can't do any of that, because the ranger's knowledge is in a sort of limbo state -- Schrödinger's Knowledge, if you will. Furthermore, how can we adjudicate if the ranger's preparation applies to the next saving throw? What if the next saving throw comes from something that the ranger couldn't have tracked -- say, a wizard teleports in and casts a spell?I suggest tracking instead grants an ability that is not dependent on what happens next. So, when the ranger successfully tracks the ranger could receive a 'get out of jail free card' chosen from the following list...
Under those circumstances, why on earth was the DM planning an escort-the-merchant mission in the first place? What made him think that the players might be interested in that if only they couldn't track? Again, it doesn't seem like tracking is the real problem here.As it is now the player might track and ask the DM "Are they taking the hobbits to Isengard, or what?" And the DM thinks "Rats! I was planning an escort the merchant mission" and goes "Well, you don't know but you can see a lonely merchant in the distance".
If, on the other hand, you say, "I track", and the DM says, "Okay, you learn that a blue dragon passed by two hours ago -- bonus on saves against the dragon", then you know what your character knows, the party can discuss tactics, and if you are surprised by a teleporting wizard, we know that the bonus doesn't apply to that.
I like the 1E ranger protector-of-civilization, and beastmaster ranger archtypes. The 5E version would be OK if they'd fix the action economy for the beast. Personally, were I re-writing the ranger, I'd offer a mix of paths -- perhaps a "pick two" out of the following set:
- Magical path (gets spell use)
- Beastmaster path (get animal companion -- perhaps via a bonus action in combat for the beast, which follows orders in between)
- Scout path (get stealthy, ambushy abilities)
- Striker path (get abilities that boost single combat, like the current hordebreaker/colossus slayer)
This would be in addition to some common wilderness survival and tracking abilities, a focused weapon style, and a small "quarry" fighting boost that would be similar to the 4E ability (pick an opponent, get a bonus until that opponent goes down).
I can't believe I'm saying this (after the amount of time I put into my Ranger Rehash)...but this kind of has me wanting to redesign my homebrew redesign of the ranger...and is similar/incorporates elements of Quickleaf's homebrew redesign...I can't believe I hadn't really seen/thought of it before...
I like the 1E ranger protector-of-civilization, and beastmaster ranger archtypes. The 5E version would be OK if they'd fix the action economy for the beast. Personally, were I re-writing the ranger, I'd offer a mix of paths -- perhaps a "pick two" out of the following set:
- Magical path (gets spell use)
- Beastmaster path (get animal companion -- perhaps via a bonus action in combat for the beast, which follows orders in between)
- Scout path (get stealthy, ambushy abilities)
- Striker path (get abilities that boost single combat, like the current hordebreaker/colossus slayer)
This would be in addition to some common wilderness survival and tracking abilities, a focused weapon style, and a small "quarry" fighting boost that would be similar to the 4E ability (pick an opponent, get a bonus until that opponent goes down).
The full-round action doesn't exist in 5E, because it can be used in combat but when it is used it makes combat less dynamic. If you want an ability to be used outside of combat, make it a minute or ten minutes.The full round action prevents the ranger from using the ability in combat or during a chase, without the rules having to ban it outright.
The 2d8-at-1st model from 1E is a bad idea, giving the character a huge advantage at 1st level that then fades away at higher levels. You want a consistent progression there. Getting extra recovery dice is a better idea, but for the sake of clarity and simplicity I wouldn't use a different size of die.(how about 2d8 at 1st level, 1d8 thereafter. Or d10 with 2d6 hit dice recovery)
I like the idea of "pick two". How would it work logistically, though? Would the character just get two abilities instead of one at every "Archetype feature" level? Because that seems a bit clunky, and it would necessitate they each have to be a bit weaker. Or is there some way to stagger them?I'd offer a mix of paths -- perhaps a "pick two" out of the following set...