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Adaptive Explorer: An alternative to Natural Explorer for 1st-level Rangers
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<blockquote data-quote="pukunui" data-source="post: 7543078" data-attributes="member: 54629"><p>[MENTION=68748]Gladius Legis[/MENTION]: This is a cool idea. Thanks for sharing.</p><p></p><p>It's a new year so new campaign for one of my groups, and I've decided to be brave and actually house rule the ranger a little bit. I've replaced the default Favored Enemy feature with the Favored Enemy / Greater Favored Enemy feature from the UA revised ranger.</p><p></p><p>I've also made it so Natural Explorer doesn't require the picking of favored terrains. Its benefits apply to all terrain types. However, because I'm also wanting to implement AiME's Journey rules, I'm going to enforce the idea that a ranger can only be doing one activity at a time (foraging *or* navigating *or* tracking). If the ranger isn't actively navigating, the group can still get lost. If the ranger isn't actively foraging, they don't find extra food. And so on.</p><p></p><p>Your post has made me realize that I inadvertently nixed the disguised Expertise part of Natural Explorer. I might just do what you've done and make it so they get Expertise in one ranger class skill of their choice at 1st level, then another at 6th level, and another at 10th level. That seems fine to me.</p><p></p><p></p><p></p><p>You can have advantage on saving throws against things that inflict various damage types, though. So the Arctic terrain type could grant you advantage on saves against spells and other effects that inflict cold damage (e.g. the <em>cone of cold</em> spell). It's a bit kludgy and doesn't necessarily make sense but is nevertheless a possibility. I prefer resistance myself.</p></blockquote><p></p>
[QUOTE="pukunui, post: 7543078, member: 54629"] [MENTION=68748]Gladius Legis[/MENTION]: This is a cool idea. Thanks for sharing. It's a new year so new campaign for one of my groups, and I've decided to be brave and actually house rule the ranger a little bit. I've replaced the default Favored Enemy feature with the Favored Enemy / Greater Favored Enemy feature from the UA revised ranger. I've also made it so Natural Explorer doesn't require the picking of favored terrains. Its benefits apply to all terrain types. However, because I'm also wanting to implement AiME's Journey rules, I'm going to enforce the idea that a ranger can only be doing one activity at a time (foraging *or* navigating *or* tracking). If the ranger isn't actively navigating, the group can still get lost. If the ranger isn't actively foraging, they don't find extra food. And so on. Your post has made me realize that I inadvertently nixed the disguised Expertise part of Natural Explorer. I might just do what you've done and make it so they get Expertise in one ranger class skill of their choice at 1st level, then another at 6th level, and another at 10th level. That seems fine to me. You can have advantage on saving throws against things that inflict various damage types, though. So the Arctic terrain type could grant you advantage on saves against spells and other effects that inflict cold damage (e.g. the [I]cone of cold[/I] spell). It's a bit kludgy and doesn't necessarily make sense but is nevertheless a possibility. I prefer resistance myself. [/QUOTE]
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Adaptive Explorer: An alternative to Natural Explorer for 1st-level Rangers
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