But isn't the modern Rogue the nonmagical stealth/guerrilla warrior?Rangers as stealth/guerrilla warrior, if they have spell, they should ignore all spell components(except expensive that are consumed by casting)
That would make ranger redundant.
But isn't the modern Rogue the nonmagical stealth/guerrilla warrior?Rangers as stealth/guerrilla warrior, if they have spell, they should ignore all spell components(except expensive that are consumed by casting)
What abilities would that be?Yeah, I think that rangers absolutely ought to have an Eldritch Knight - style subclass (but for Druid spells) but they don't need spells. They could have mystical abilities, but I'd rather that they didn't use the spellcasting mechanics with the base Ranger.
Haha, yes; that’s often my feeling toward D&D! That said, I’m cool with D&D allowing groups to crank it to 11; I just wish the baseline wasn’t that high.
Personally, I would prefer Tiny Hut and Rope Trick were removed from the game.I feel like tiny hut should’ve been designed as a ranger exclusive spell, filling their ‘exploration and survival expert’ niche, I don’t like removing capabilities from other classes to make another ‘good’ but given that so many classes have access to magic that erases exploration as an obstacle I’m willing to let it pass this time
And before you get mad rope trick and galder’s tower still exist at tiny hut levels
Bards and Wizards can keep Tiny Hunt.I feel like tiny hut should’ve been designed as a ranger exclusive spell, filling their ‘exploration and survival expert’ niche, I don’t like removing capabilities from other classes to make another ‘good’ but given that so many classes have access to magic that erases exploration as an obstacle I’m willing to let it pass this time
And before you get mad rope trick and galder’s tower still exist at tiny hut levels
I don't know, man. This post looks like a trap. I could take the time to answer it with some ideas, but I get the feeling that you'd put down anything I suggest because you're mind is made up. Also I don't expect to be able to design a class in five minutes on the internet. It would probably take me more work than it's worth and would convince you of nothing. But I am pretty sure that it could be done, with a little effort.What abilities would that be?
What would you consider a level 5 Ranger ability?
level 10 Ranger ability?
level 15 Ranger ability?
level 20 Ranger ability?
It's not a trap.I don't know, man. Thi post looks like a trap. I could take the time to answer it with some ideas, but I get the feeling that you'd put down anything I suggest because you're mind is made up.
Okay, sure. But do you expect me to spitball ideas on here? I'm pretty decent at game design, but that's a tall task.It's not a trap.
The whole thread is is about figuring out which magic spells or supernatural abilities are appropriate for rangers and where the limits are.
That's why I made a list of supernatural effects and had ENworlders vote on them.
Because "Rangers should have no magic spells. They maybe can have supernatural abilities" is a popular saying.
But the Ranger just gets no more magical and more spellcaster because no one ever describes the non-spell supernatural abilities unless someone like me coaxes people to talk.
Then fans complain later that WOTC, Kobold Press, and Darrington Press produce more overt and blatant spellcasting rangers.
It does.Besides, I'm pretty sure you can find spell-less rangers if you look. IIRC Level-Up has one.