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2024 Player's Handbook reveal: "New Ranger"
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<blockquote data-quote="Chaosmancer" data-source="post: 9398237" data-attributes="member: 6801228"><p> <ul> <li data-xf-list-type="ul">Exploration - The ranger has skills, increased movement speed, and can cover any terrain with swim and climb speeds. Seems to be covered.</li> <li data-xf-list-type="ul">Medicine - The ranger can get expertise in the medicine skill, use the new crafting system to make healing items, and has a wide variety of magical healing abilities. Seems to be covered. </li> <li data-xf-list-type="ul">Hunter's Mark - Covered</li> <li data-xf-list-type="ul">Stealth - Expertise in stealth, stealth spells such as Pass without a Trace, and the high level ability to turn invisible. Seems to be covered. </li> <li data-xf-list-type="ul">Nature - Expertise in nature, a variety of spells. Not sure what more you want here, seems to be covered. </li> <li data-xf-list-type="ul">Tracking/Survival - These are the same thing? Also, between expertise in Survial, spells like enhance ability and Hunter's Mark... this seems to be covered.</li> <li data-xf-list-type="ul">Making Consumables - New crafting system, so this is covered.</li> <li data-xf-list-type="ul">Favoured Terrain - What do you want this to do? And how would you avoid the continuous problems that have always plagued this concept?</li> <li data-xf-list-type="ul">Animal Companion - If the DM doesn't give you a sidekick, or you don't want to take Summon Beast or Find Familiar, and you don't want to use expertise in Animal Handling... you still have the subclass for this. Covered in multiple ways.</li> <li data-xf-list-type="ul">Melee and Ranged combat - Covered, they are as good in melee combat as any martial, and they have spells to enhance those abilities.</li> <li data-xf-list-type="ul">Beast Mastery... same as animal companion?</li> <li data-xf-list-type="ul">Magic - Covered, multiple times over</li> <li data-xf-list-type="ul">Favoured Foes - What do you want this to do? And how would you avoid the continuous problems that have always plagued this concept?</li> </ul><p>And then you want granularity. But... well, there is a bit of a give and take here isn't there? We HAVE all of the concepts covered in one class. We have a Ranger that can do all the things you want it to do, but it can't do all of them at once to the highest degree (Sorry, you can't have expertise in Perception, Survival, Nature, Stealth, Animal Handling, Medicine, AND History) and you can't cut some of the concepts out. You can't have a ranger who is bad at melee combat and doesn't have magic, but is better at crafting and having animals companions. Just like you can't have a Barbarian who is incredibly tough, but also incredibly slow and has no movement abilities. The game isn't designed for you to do that. A class is a set of abilities, and you get all of them. </p><p></p><p>Now, if you want to have more game-play and more mechanical depth in the skill system, I'll agree that would be nice, but this ranger covers everything you were asking for. And we can't just keep giving them more and more powerful and niche abilities.</p><p></p><p></p><p></p><p></p><p>Right, it isn't in the class, it wasn't in 2014... but considering that the new PHB has improved crafting and tool rules, then it is covered there.</p><p></p><p></p><p></p><p>Sure, but so would most classes. Sorcerers would greatly benefit from that style of system if you wanted it. Clerics would benefit from it. Fighters, Paladins, monks, barbarians... everyone could in theory benefit from an infusion style system that allows them to customize their class more. That doesn't mean that it is a good idea for every class to have that. Warlocks have Invocations, that makes them special, that is their thing. I'm not eager to start cracking that open to give to every class. And saying "just the ranger" doesn't mean anything, because someone else will have their favorite class they want to do the same thing to. I know, because I've seen multiple people say over the years that every single class in DnD should be designed exactly like the Warlock.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9398237, member: 6801228"] [LIST] [*]Exploration - The ranger has skills, increased movement speed, and can cover any terrain with swim and climb speeds. Seems to be covered. [*]Medicine - The ranger can get expertise in the medicine skill, use the new crafting system to make healing items, and has a wide variety of magical healing abilities. Seems to be covered. [*]Hunter's Mark - Covered [*]Stealth - Expertise in stealth, stealth spells such as Pass without a Trace, and the high level ability to turn invisible. Seems to be covered. [*]Nature - Expertise in nature, a variety of spells. Not sure what more you want here, seems to be covered. [*]Tracking/Survival - These are the same thing? Also, between expertise in Survial, spells like enhance ability and Hunter's Mark... this seems to be covered. [*]Making Consumables - New crafting system, so this is covered. [*]Favoured Terrain - What do you want this to do? And how would you avoid the continuous problems that have always plagued this concept? [*]Animal Companion - If the DM doesn't give you a sidekick, or you don't want to take Summon Beast or Find Familiar, and you don't want to use expertise in Animal Handling... you still have the subclass for this. Covered in multiple ways. [*]Melee and Ranged combat - Covered, they are as good in melee combat as any martial, and they have spells to enhance those abilities. [*]Beast Mastery... same as animal companion? [*]Magic - Covered, multiple times over [*]Favoured Foes - What do you want this to do? And how would you avoid the continuous problems that have always plagued this concept? [/LIST] And then you want granularity. But... well, there is a bit of a give and take here isn't there? We HAVE all of the concepts covered in one class. We have a Ranger that can do all the things you want it to do, but it can't do all of them at once to the highest degree (Sorry, you can't have expertise in Perception, Survival, Nature, Stealth, Animal Handling, Medicine, AND History) and you can't cut some of the concepts out. You can't have a ranger who is bad at melee combat and doesn't have magic, but is better at crafting and having animals companions. Just like you can't have a Barbarian who is incredibly tough, but also incredibly slow and has no movement abilities. The game isn't designed for you to do that. A class is a set of abilities, and you get all of them. Now, if you want to have more game-play and more mechanical depth in the skill system, I'll agree that would be nice, but this ranger covers everything you were asking for. And we can't just keep giving them more and more powerful and niche abilities. Right, it isn't in the class, it wasn't in 2014... but considering that the new PHB has improved crafting and tool rules, then it is covered there. Sure, but so would most classes. Sorcerers would greatly benefit from that style of system if you wanted it. Clerics would benefit from it. Fighters, Paladins, monks, barbarians... everyone could in theory benefit from an infusion style system that allows them to customize their class more. That doesn't mean that it is a good idea for every class to have that. Warlocks have Invocations, that makes them special, that is their thing. I'm not eager to start cracking that open to give to every class. And saying "just the ranger" doesn't mean anything, because someone else will have their favorite class they want to do the same thing to. I know, because I've seen multiple people say over the years that every single class in DnD should be designed exactly like the Warlock. [/QUOTE]
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