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Xanathar's Guide to Everything: Rogue Scout
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<blockquote data-quote="Chaosmancer" data-source="post: 7252784" data-attributes="member: 6801228"><p>First off the bolded? That just makes me shudder, no no no, do not want. If they make it, fine I'll live, but making pacts is easy enough that I don't want them setting expectations for that</p><p></p><p></p><p></p><p>On to your second paragraph</p><p></p><p>"Wilderness Rogue = non-spellcasting ranger" Sure, if you want to go with that you can, I have no problems but for me that statement is a bit of a paradox. I like my Rangers magical. </p><p></p><p></p><p>"Ranger = Loner or Outsider" Kind of? Not Really? This doesn't mesh with me. There's a few reasons it bothers me. </p><p></p><p>1) I'm absolutely sick of Loner/Outsider characters. My current group nearly dissolved into an in-fighting friend-ruining mess because I had 5 people playing "the loner with a dark past" in the same group. I have, completely independently with no conversation or group decision, three people who constantly wear a mask to hide their face, and one who is a changeling who pretty much never takes his true form. I'm done with loners, they are a great narrative device, but I'm sick of them in my games for right now. </p><p></p><p>That is all my own issue, but it feels good to vent. </p><p></p><p>2) Most Rangers in fiction are like the Texas Rangers or the US Marshalls of the Wild West era. They are "Loners" in that they typically are working alone on the actual job, but they are part of a larger organization and will gather up a posse of locals to work with towards a larger goal. The closest I can get to a wilderness character who truly is a "loner" is the Mountain Man/Hermit of the Woods type character. But those are more the archetype for the reluctant guide the party meets once and then leaves behind, not the guy who is the parties woodland expert. </p><p></p><p>And, like I said in a previous post, working on the fringes of society makes them more likely to pick up Thieves Cant. Because to move on</p><p></p><p>"Banding with a gang of local thieves (because otherwise the ability is useless)" is a statement I find completely false. Working with the Theives isn't the only reason you learn their signs and symbols (which is a part of Thieves Cant). You learn it to work against them, does your Wilderness Scout hunt down the BAndits who live in the mountains, learning how they mark their territory is incredibly useful in that regard. Perhaps working against smugglers. Perhaps dealing with poachers on the king's land, or those who hunt rare creatures like Faerie Dragons or Unicorns. </p><p></p><p>OR maybe they pick it up to avoid trouble. People who live in the Ghettos learn gang signs because those things spell danger and trouble and you need to learn to stay out of the way. Learning the signs of the local thieves guilds is useful when you're the lone guy living in the woods who doesn't want trouble. Because you don't have the benefit of people close to you if the guild decided to send people after you. So you learn how to recognize the guild's stuff and the guild's people so you can stay out of their way. </p><p></p><p></p><p></p><p>Yes, none of this flows naturally like Paladins wearing heavy armor and knowing the name of every god of every religion... </p><p></p><p>Or a Druid knowing how to speak with the spirits of the forest and recognizing rare Desert Herbs on sight....</p><p></p><p>Or a Pirate's Bad Reputation from twenty years ago following them to every single corner of the globe no matter how far from the ocean....</p><p></p><p></p><p>But sometimes we've just got to adapt to the limitations of the rules as written</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7252784, member: 6801228"] First off the bolded? That just makes me shudder, no no no, do not want. If they make it, fine I'll live, but making pacts is easy enough that I don't want them setting expectations for that On to your second paragraph "Wilderness Rogue = non-spellcasting ranger" Sure, if you want to go with that you can, I have no problems but for me that statement is a bit of a paradox. I like my Rangers magical. "Ranger = Loner or Outsider" Kind of? Not Really? This doesn't mesh with me. There's a few reasons it bothers me. 1) I'm absolutely sick of Loner/Outsider characters. My current group nearly dissolved into an in-fighting friend-ruining mess because I had 5 people playing "the loner with a dark past" in the same group. I have, completely independently with no conversation or group decision, three people who constantly wear a mask to hide their face, and one who is a changeling who pretty much never takes his true form. I'm done with loners, they are a great narrative device, but I'm sick of them in my games for right now. That is all my own issue, but it feels good to vent. 2) Most Rangers in fiction are like the Texas Rangers or the US Marshalls of the Wild West era. They are "Loners" in that they typically are working alone on the actual job, but they are part of a larger organization and will gather up a posse of locals to work with towards a larger goal. The closest I can get to a wilderness character who truly is a "loner" is the Mountain Man/Hermit of the Woods type character. But those are more the archetype for the reluctant guide the party meets once and then leaves behind, not the guy who is the parties woodland expert. And, like I said in a previous post, working on the fringes of society makes them more likely to pick up Thieves Cant. Because to move on "Banding with a gang of local thieves (because otherwise the ability is useless)" is a statement I find completely false. Working with the Theives isn't the only reason you learn their signs and symbols (which is a part of Thieves Cant). You learn it to work against them, does your Wilderness Scout hunt down the BAndits who live in the mountains, learning how they mark their territory is incredibly useful in that regard. Perhaps working against smugglers. Perhaps dealing with poachers on the king's land, or those who hunt rare creatures like Faerie Dragons or Unicorns. OR maybe they pick it up to avoid trouble. People who live in the Ghettos learn gang signs because those things spell danger and trouble and you need to learn to stay out of the way. Learning the signs of the local thieves guilds is useful when you're the lone guy living in the woods who doesn't want trouble. Because you don't have the benefit of people close to you if the guild decided to send people after you. So you learn how to recognize the guild's stuff and the guild's people so you can stay out of their way. Yes, none of this flows naturally like Paladins wearing heavy armor and knowing the name of every god of every religion... Or a Druid knowing how to speak with the spirits of the forest and recognizing rare Desert Herbs on sight.... Or a Pirate's Bad Reputation from twenty years ago following them to every single corner of the globe no matter how far from the ocean.... But sometimes we've just got to adapt to the limitations of the rules as written [/QUOTE]
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