Bacon Bits
Legend
The same way that burning hands doesn't invalidate fireball (or vice-versa).How does it not? It is basically a Hunter's Mark lite. It is very awkward overlapping design.
The same way that burning hands doesn't invalidate fireball (or vice-versa).How does it not? It is basically a Hunter's Mark lite. It is very awkward overlapping design.
Fireball is essentially supposed to invalidate burning hands. Many spells build themselves up from a lesser version to a more higher-level version.The same way that burning hands doesn't invalidate fireball (or vice-versa).
At this point, I'm kind of wondering a few things:Natural Explorer just says you don't have any problems and everything goes smoothly. Therefore there is little opportunity to be awesome.
It's a terrible abiltiy because it takes away the opportunity of the Ranger to shine.
It comes with all the fun pre-optimised out of it.
"Ok Ranger. Your time to shine. Roll three navigation checks to see if you can find your way throuh the perilous forest"
"It's my favoured terrain. I can't get lost"
"Oh, okay then. But it's difficult going to find a path. Make roll to see if you can find an easy path - otherwise it will be a slow journey".
"Difficult terrain doesn't slow us".
"Oh, ok then. But since you are so busy finding the path, someone else will have to forage for food. Who else has Survival?"
"Actually I can do that at the same time".
"Oh, ok. I guess you arrive at the dungeon then. A big stone ruined tower looms..."
I'll leave @Don Durito defend their post, but it resonates with my perception of the ranger too.At this point, I'm kind of wondering a few things:
1) Why does the DM not know what his ranger player is capable of doing?
2) Why does he think that interesting things only happen if dice rolls can be thrown/failed?
3) Why is he being a dick and not coming up with really interesting things on the journey that actually involve choices rather than fishing for dice roll failures?
IMHO, the answer to questions 2 and 3 is that the DMG doesn’t do a good job of giving DMs the tools to design interesting non-combat encounters.At this point, I'm kind of wondering a few things:
1) Why does the DM not know what his ranger player is capable of doing?
2) Why does he think that interesting things only happen if dice rolls can be thrown/failed?
3) Why is he being a dick and not coming up with really interesting things on the journey that actually involve choices rather than fishing for dice roll failures?
The problem is that its always about damage.I think they need to focus less on damage (never had this issue) and more on features/abilities that an outdoorsperson should have. Swimming and climbing - every terrain have obstacles that require a Ranger to have both of these abilities. Expertise in survival and nature - they thought that was critical to include for the Rogue scout when WoTC not only gave them these 2 skills, but then expertise on top of that. WoTC's Ranger is only permissible eventually in 3 terrains? So a Rogue is better at tracking and surviving in ANY terrain compared to a Ranger.
Probable second best option is for Rogue Scout to get extra attack and spells instead of sneak attack and you have the "Ranger class."
It might be more helpful to think of it as a backdoor cantrip. I mean, a two-weapon fighting ranger can get 2d6 extra damage from Hunter's Mark a round while maintaining concentration. A potential extra 3d6 when you get Extra Attack.Even without considering its effectiveness I think the new Favored Foe is pretty poor design. There are just too many moving parts. We have:
All this for a tiny bit of extra damage per turn...
- A trigger
- a limitation on how often it can be used per day
- a limitation on how often it can be used per turn
- concentration, on something that isn't a spell
I'm wondering if WotC's designers are starting to feel the limitiatons of the 5e design space. If it continues like this 6e might not be as far away as we think.