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Unearthed Arcana: The ranger, revised... overcompensation?
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<blockquote data-quote="Azzy" data-source="post: 6896556" data-attributes="member: 6563"><p>I've got a Hunter conclave ranger in the game I'm running, so my comments are aimed at the base ranger.</p><p></p><p>Personally, I think that Natural explorer needs to be split in two, with some of its features coming at a higher level.</p><p></p><p>Never getting lost (except through magical means) is something that shouldn't be granted at first level. Sure, I can see advantage to Survival checks to avoid getting lost, and then upgrading to inability to get lost at a higher level. But for low-level characters, getting lost should still be a possibility.Also, the tacking thing is also definitely cool, but it should kick in at a higher level. Right now, rangers seem to be uber at doing rangery things from the day one, instead of being just good and then growing into their uberness as they level.</p><p></p><p>Sure, those aren't combat abilities that will break the game, but the game is about more than just combat.</p><p></p><p>Also, Advantage to initiative seems a bit much for a 1st-level ability—especially in conjunction with getting advantage to hit those that haven't acted in the first turn. Not an issue at later levels, but it should move to latter levels (if it stays at all—it doesn't really seem particularly thematic of rangerness). </p><p></p><p>On the whole, it just seems that rangers get too much at first level, a lot of which makes them too good at early levels and ripe for multiclassing shenanigans. Spreading out the options over multiple levels, and leaving some options to later levels seems like it would fix my complaints.</p></blockquote><p></p>
[QUOTE="Azzy, post: 6896556, member: 6563"] I've got a Hunter conclave ranger in the game I'm running, so my comments are aimed at the base ranger. Personally, I think that Natural explorer needs to be split in two, with some of its features coming at a higher level. Never getting lost (except through magical means) is something that shouldn't be granted at first level. Sure, I can see advantage to Survival checks to avoid getting lost, and then upgrading to inability to get lost at a higher level. But for low-level characters, getting lost should still be a possibility.Also, the tacking thing is also definitely cool, but it should kick in at a higher level. Right now, rangers seem to be uber at doing rangery things from the day one, instead of being just good and then growing into their uberness as they level. Sure, those aren't combat abilities that will break the game, but the game is about more than just combat. Also, Advantage to initiative seems a bit much for a 1st-level ability—especially in conjunction with getting advantage to hit those that haven't acted in the first turn. Not an issue at later levels, but it should move to latter levels (if it stays at all—it doesn't really seem particularly thematic of rangerness). On the whole, it just seems that rangers get too much at first level, a lot of which makes them too good at early levels and ripe for multiclassing shenanigans. Spreading out the options over multiple levels, and leaving some options to later levels seems like it would fix my complaints. [/QUOTE]
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Unearthed Arcana: The ranger, revised... overcompensation?
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