D&D 5E Convince me that the Ranger is a necessary Class.

IME only people arguing online struggle with just having the conversation of the game determine what is possible and using the rules as a friendly goubdation on which each group builds their own game
But again that only works if the group knows what they are doing and understands the medium...

That's the whole point of the thread

People don't understand Rangery stuff enough and too few GMs can rule Ranger stuff on the fly for the majority of tables in the absence of some hard rules.

Let's face it

Most D&D fans don't know
  • Botany
  • Zoology
  • Cryptozoology
  • Geology
  • Meteorology
  • Ecology
  • Hunting
  • Camping
  • Linguistics
I went to school for this stuff. My major was tiny.
 

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On the other hand, under 5e skill system, it's all "GM may I". There is no concrete guides what you can do with skills. Sure you can try and DM can rule it on the spot. Personally, I never encountered DM who said no in 3.5 days if i tried to use skill in creative way that wasn't covered with specifics. Was there DMs who said you can only do what's listed? Sure. Same as DMs who under 5e rules say - it isn't in skill description, so you can't do it (fe, Medicine states that you can diagnose but not cure illness or disease, so DM may just say - description doesn't cover curing, so you can't do it).
Those aren’t the same. The 3.5 example is reasonable. When there is a seemingly exhaustive list, it’s reasonable to conclude that it is exhaustive.
It isn’t a reasonable interpretation of the 5e rules which the clearly stated as not exhaustive description of the sorts of tasks a skill can add your bonus to are actually totally exhaustive in spite of the rules saying they aren’t.

Best way is 4-5 concrete precise examples with DCs and wording that says that those are examples, give other general uses. FE Medicine- cure poison/disease with DC, stabilise with DC, heal x HP with DC. Then add - covers general medical knowledge, so it may be used for diagnosis and ways of transmitting various diseases, recognizing procedures done to someone, perform autopsy, determine cause of death etc.
Sounds like 4e….like I said.
Yes, good experienced DM can on the fly make rulings. But inexperienced one, who's only experience of D&D is 5e, needs more guidelines. Let's use that Medicine example. If player says that he want's to use it to heal injured player. What DC for skill check? How many HP does he restore?
When my nephew ran the game with the new rules, for the first time, he let a successful medicine check allow spending a hit point die to regain hit point die plus Con Mod. The DC was 15 like most stuff that isn’t easy but is totally possible for a proficient character. There are standard DCs in the DMG. He didn’t need any help, he just read the core books.
ETA: He told me what rules he had read to come to those answers, but I don’t recall with any certainty. I’ve been doing this long enough I don’t really lean on RAW all that much anymore, and instead just run the game, but he read the DMG and made rulings based on it and the PHB and what felt right for the game and tone and players.
But again that only works if the group knows what they are doing and understands the medium...
Not really. Every teenager I have run D&D for at the library, for instance, once I explained the way the game is played by the rules (ie rulings, rules are guides, we build the game in play using the rules as a starting point, here is the conversation of play that creates the basic gameplay loop, etc.), has just done it naturally from that point. The only people who have struggled IME are people who are used to more strictly defined TTRPGs or editions.

“Can I try to stabilize and wake him, and then heal him with some herbs and stuff?”
“Sure, spend a use of the healers kit to stabilize him and then make a medicine check, and since you have an Herbalism Kit, you have advantage.”

The situation is cleaner and easier to run in 2024, though it still could use a clear success ladder with descriptions of what sorts of things higher success means for each skill, but it’s not like we just have two sentences of vague “do stuff like this” and a separate statement elsewhere in the book that the DM decides if what you attempt can work and if so what the roll is.
That's the whole point of the thread

People don't understand Rangery stuff enough and too few GMs can rule Ranger stuff on the fly for the majority of tables in the absence of some hard rules.

Let's face it

Most D&D fans don't know
  • Botany
  • Zoology
  • Cryptozoology
  • Geology
  • Meteorology
  • Ecology
  • Hunting
  • Camping
  • Linguistics
I went to school for this stuff. My major was tiny.
I don’t need to know any of that to play a ranger, run a game with a ranger in it, or build a ranger for other people to play.
 
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Those aren’t the same. The 3.5 example is reasonable. When there is a seemingly exhaustive list, it’s reasonable to conclude that it is exhaustive.
It isn’t a reasonable interpretation of the 5e rules which the clearly stated as not exhaustive description of the sorts of tasks a skill can add your bonus to are actually totally exhaustive in spite of the rules saying they aren’t.

It's not about what you can add your skill bonus to. It's about concrete stuff that skill can do. 3.5 and 5 are on the different ends of spectrum. One is super comprehensive and detailed with little room for interpretation, other is very broad and mostly left to interpretation. When reading trough 3.5 skill, you know, from mechanical standpoint, what is bare minimum of abilities that skills give you and how it interacts with other game mechanics. With that, you can easily decide is that skill worth taking or not. In 5e, you don't get that. You see what it might be used for, but no what are bare minimums you have. It's much harder to judge how useful it will be. Skill don't even have their own chapter, they are under ability checks (in 2014 phb).
Sounds like 4e….like I said.
Might be. Last time i played 4e, PHB2 wasn't even out yet.
When my nephew ran the game with the new rules, for the first time, he let a successful medicine check allow spending a hit point die to regain hit point die plus Con Mod. The DC was 15 like most stuff that isn’t easy but is totally possible for a proficient character. There are standard DCs in the DMG. He didn’t need any help, he just read the core books.
ETA: He told me what rules he had read to come to those answers, but I don’t recall with any certainty. I’ve been doing this long enough I don’t really lean on RAW all that much anymore, and instead just run the game, but he read the DMG and made rulings based on it and the PHB and what felt right for the game and tone and players.
He made ruling ( and solid one in general terms, but one that makes medicine suck for healing hp, since it relies on resource of character that's getting healed). Other DM would make different ruling. Problem with rulings is, to keep consistency, first time you rule something, you set precedent, and then you need to remember or write it down, so you can make same one next time same situation pops up. In effect, you create rules on the fly.
 


It's not about what you can add your skill bonus to.
Yes, it is. In 5e D&D it very much is. That is all skills even are, very intentionally, even in 2024. There are defined actions, rules around tools used with skills, and advice on playing out the basic gameplay loop in relation to often surprising action declarations from PCs, and that’s the skill system.
It's about concrete stuff that skill can do. 3.5 and 5 are on the different ends of spectrum. One is super comprehensive and detailed with little room for interpretation, other is very broad and mostly left to interpretation. When reading trough 3.5 skill, you know, from mechanical standpoint, what is bare minimum of abilities that skills give you and how it interacts with other game mechanics. With that, you can easily decide is that skill worth taking or not. In 5e, you don't get that. You see what it might be used for, but no what are bare minimums you have. It's much harder to judge how useful it will be. Skill don't even have their own chapter, they are under ability checks (in 2014 phb).
And in 2024 the skills were expanded upon with much more guidance.

I’d rather play monopoly than 3.5 D&D, it was IMO vastly the worst iteration of the game. I am into D&D today in spite of 3.5, and the skill system was a major part of that.
Might be. Last time i played 4e, PHB2 wasn't even out yet.

He made ruling ( and solid one in general terms, but one that makes medicine suck for healing hp, since it relies on resource of character that's getting healed).
Yes, and it was easy to do so having read the DMG, that is the point. (not really, getting to spend HD outside of a rest is quite good. I’d personally let a PC burn some material components equal to crafting a healing potion and let the roll determine how much bonus HP gets healed, but I tend to go more generous than the average DM)
Other DM would make different ruling. Problem with rulings is, to keep consistency, first time you rule something, you set precedent, and then you need to remember or write it down, so you can make same one next time same situation pops up. In effect, you create rules on the fly.
Consistency only matters insofar as the group cares about it.

And he made a ruling based on the text of the game, doing exactly the sort of thing the game tells DMs to do, using established guidelines like standard DCs and action economy.
 

I don’t need to know any of that to play a ranger, run a game with a ranger in it, or build a ranger for other people to play.
You don't in individual stances.

But you will if you want to create a majority of fans.

Something built for one person is often built differently than something built for millions.
 

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