D&D (2024) Ranger 2024 is a bigger joke than Ranger 2014:

RAW it is "The First time you hit" not "each time you hit"

So you have to hit a different target each time to get another damage bonus.

I think they're saying their interpretation is; because they dropped the first usage, the 2nd attack and the 2nd application of Favoured Foe becomes "the first time you hit" all over again. It refreshes, it's as if the first attack and application didn't happen.
Don't know if that's a reasonable interpretation, but I'm absolutely sure it's not RAI.
 
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But if you are giving them more abilities... they have to lose abilities, right?

Do you think anyone would be truly jazzed about giving up their Fighting Style to instead roll twice on the "wilderness threats" table? Or giving up 5th level spells in exchange for always being able to find clean water, even when in a polluted zone?
More abilities was probably the wrong phrasing to use, although I don’t doubt you could squeeze a few additional situational abilities into their progression without blowing out their power budget, but more likely the process would be done by reworking existing travel abilities into something more useful and relevant to the improved travel mechanics.
 


Or is it a Read as Interpreted feature? You see it being 'the first time you hit.' @ECMO3 sees it as something that can be freely used with each attack you can make in a single turn. The latter interpretation is more appealing for some.
We both are technically right.

You only add the bonus damage to a target you marked once per turn.

You can mark a new target with every attack.

I said Favored Foe sucks because you have to split damage between 3 targets to increase total damage.

Which makes sense. FF replaces a noncombat feature. So it has to be valued as such.
 

RAW it is "The First time you hit" not "each time you hit"

So you have to hit a different target each time to get another damage bonus.

"The first time on each of your turns that you hit the favored enemy .... including when you mark it". If you remark it, this is the first time you hit it since it was named favored enemy (as the old favored enemy is no longer as concentration is broken). Once you remark a target (any target) the old favored enemy is not "the current favored enemy" even if it is the same creature. It is a new use of the ability.

It does not say a single enemy can only take damage from this once a turn as other features do.

If I am to take your interpretation then if I hit someone and do damage and decide not to mark it, and then hit him again and do mark it on the second hit, then I wouldn't damage it at all this turn because the first time I marked it would not be the first time I damaged it, even though it is "including when you mark it" and in this instance it is the only time I marked it this turn.
 
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"The first time on each of your turns that you hit the favored enemy .... including when you mark it". If you remark it, this is the first time you hit it since it was named favored enemy (as the old favored enemy is no longer as concentration is broken). Once you remark a target (any target) the old favored enemy is not "the current favored enemy" even if it is the same creature. It is a new use of the ability.

It does not say a single enemy can only take damage from this once a turn as other features do.

If I am to take your interpretation then if I hit someone and do damage and decide not to mark it, and then hit him again and do mark it on the second hit, then I would damage it at all this turn because the first time I marked it would not be the first time I damaged it, even though it is "including when you mark it" and in this instance it is the only time I marked it this turn.

If you hit a creature and don't mark it as your favored foe, it's not a time you hit your favored foe..

Now RAW, if you remark and unmarked favored foe, it was your favored foe that turn already and was hit already. So that's GM decision if it's another instance.

But that's besides the point. You are splitting total damage for just 1d4 more damage.

That's bad.

But it's balanced vs a noncombat feature. So it can't be good. 2024 Favored Enemy is a Combat and Exploration feature and adds more damage.

You need a ton of damage on bonus damage to make up the FF split damage. But Sharpshooter was nerfed.
 

Survival the majority of the time.

DMG pg 111 - Foraging
Characters can gather food and water as the party travels at a normal or slow pace. A foraging character makes a Wisdom (Survival) check whenever you call for it, with the DC determined by the abundance of food and water in the region.

Foraging DCs
Food and Water AvailabilityDC
Abundant food and water sources10
Limited food and water sources15
Very little, if any, food and water sources20

If multiple characters forage, each character makes a separate check. A foraging character finds nothing on a failed check. On a successful check, roll 1d6 + the character's Wisdom modifier to determine how much food (in pounds) the character finds, then repeat the roll for water (in gallons).

The food and water requirements noted in the Player's Handbook are for characters. Horses and other creatures require different quantities of food and water per day based on their size. Water needs are doubled if the weather is hot.

DMG pg 111 - Becoming Lost
Unless they are following a path, or something like it, adventurers traveling in the wilderness run the risk of becoming lost. The party's navigator makes a Wisdom (Survival) check when you decide it's appropriate, against a DC determined by the prevailing terrain, as shown on the Wilderness Navigation table. If the party is moving at a slow pace, the navigator gains a +5 bonus to the check, and a fast pace imposes a -5 penalty. If the party has an accurate map of the region or can see the sun or stars, the navigator has advantage on the check.

If the Wisdom (Survival) check succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost. The party's navigator can repeat the check after the party spends 1d6 hours trying to get back on course.

Wilderness Navigation
TerrainDC
Forest, jungle, swamp, mountains, or open sea with overcast skies and no land in sight15
Arctic, desert, hills, or open sea with clear skies and no land in sight10
Grassland, meadow, farmland5

So, that answers what the check is, what success means, what failure means, whether or not you can get lost, how much food you get when you hunt, and how difficult the checks are.

Literally every question you had was already answered by the game.
I have to admit i was wrong.

My perspective in this case comes from being mostly on the player side of 5E, and never having the sense that anything in the survival side of the system was anything but arbitrary GM fiat.
 

More abilities was probably the wrong phrasing to use, although I don’t doubt you could squeeze a few additional situational abilities into their progression without blowing out their power budget, but more likely the process would be done by reworking existing travel abilities into something more useful and relevant to the improved travel mechanics.

So... updating the skill system to allow for... something?
 

I have to admit i was wrong.

My perspective in this case comes from being mostly on the player side of 5E, and never having the sense that anything in the survival side of the system was anything but arbitrary GM fiat.

Which is fair, this stuff is buried and most DMs likely haven't seen it. One of the reasons the new 2024 DMG is going to be so good, because the reorganization should mean that this stuff is easier to find.
 

Well if we’re just going to start handing out class features based on narration I guess that means my cleric can Rage if I describe them getting angry enough, or the monk will start sneak attacking when they describe their attacks coming from unexpected directions.

How do you get that from what I said, I don't understand.

You want him able to cast spells silently, then he does it like everyone else, gets the feat or deals with the consequences. Not everything has to be free. You can achieve the concept you want. That's why it's fine as is.
 

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