D&D (2024) What type of ranger would your prefer for 2024?

What type of ranger?

  • Spell-less Ranger

    Votes: 59 48.4%
  • Spellcasting Ranger

    Votes: 63 51.6%


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Considering my ideas are in the middle, you two should reconsider who you think is actually being productive in this conversation.
"All trackables or none" is in the middle? Out of curiousity, what do you think is on the far edge?

And just because I (or others) don't want a more robust resource tracking game, doesn't mean we aren't interested in discussing other ideas. The whole concept of skill challenge wilderness encounters just came up a couple of posts ago. I really like that idea. Set-pieces that stand out as worth gaming through (as an occasional break from combat challenges). Expanded rules like that I could definitely get behind.

But when that was posted, you just dismissed that as being exactly the same as your resource tracking forage system. All or nothing, again, right?
 

Considering my ideas are in the middle, you two should reconsider who you think is actually being productive in this conversation.
...

In the middle of ' remove all trackables' or 'lol, u hav cognitive dissonance'?

Also, you're kind of trying to engage us in a conversation of your system sight unseen. We're just reacting to your elevator pitch... which quicky devolved into an insult.
 

So, what would people like to see to make potential the potential Wilderness side of the game more interesting? Other than a daily grind for food. Skill challenge encounters (similar to monster fights but with the environment) is definitely one idea. Raging rivers, rocky canyons, bad weather on mountaintops, etc. So many skill successes before failures to pass? Something like that.

But I'm sure there must be other ideas? What have people done to liven up the exploration side of the adventure?
 


And you're still not acknowledging that you are negotiating ahead of time and ceding all the ground.

Thats why this ongoing conversation over the last month has gone nowhere across however many topics
I'm not ceding anything.

I said I am willing to go spell-less if WOTC and the community is willing to replicate 95% of the current Ranger spell list in a nonspell system and make them integral parts of base gameplay loop.

I have been told No in this very thread by posters who said they don't want that.
 
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So, what would people like to see to make potential the potential Wilderness side of the game more interesting? Other than a daily grind for food. Skill challenge encounters (similar to monster fights but with the environment) is definitely one idea. Raging rivers, rocky canyons, bad weather on mountaintops, etc. So many skill successes before failures to pass? Something like that.

But I'm sure there must be other ideas? What have people done to liven up the exploration side of the adventure?
The things that get players into other adventure settings are:
• Monsters
• Treasures
• Encounters with the strange and wondrous
• Social encounters
• Fulfilling personal ambitions

The wilderness has plenty of monsters but scarcity of story plot.

The treasures are lacking, but questing for rare resources to make valuable stuff can happen, possibly mining for precious gems or metals.

The wilderness can have strange and wondrous.

The wilderness can have social encounters, with nature beings, remote communities, perhaps even animals if one can speak with them.

Perhaps fulfilling personal ambitions is the most pertinent question. What do players want to accomplish while out "in the middle of nowhere"?
 

Crafting what? They can buy raw materials in town.

Sure. But buying stuff doesn't build your gathering skills, and you need those to build up your attributes and energies, and you'd have to go adventuring to get gold to buy stuff, and ergo you'll already be travelling, so why not gather? Why spend the time traveling doing nothing to continue building your character?

The point isn't to force people to always do it in one very specific way. The point is to give a lot of good reasons to engage with all of these mechanics and no shortage of dials and knobs to emphasize more of one thing over the other. If you want to spend more time looting rather than crafting, you can trade that time pretty close to 1:1.

It won't be optimal, by any means, but such players that care about that aren't likely to be that concerned with a lot of streamlined mechanics that aren't abrasive to the gameplay. Everybody wins.
 

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