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Convince me that the Ranger is a necessary Class.
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<blockquote data-quote="doctorbadwolf" data-source="post: 9683907" data-attributes="member: 6704184"><p>[USER=63508]@Minigiant[/USER] Lets pivot to a more fruitful discussion wrt The Ranger. </p><p></p><p>Role in the party, and adversarial challenges that speak to that role. </p><p></p><p>So, one way to get what you want and what I want, is to keep the skill descriptions fairly simple, fairly easy to remember, etc, light on rules strong on guidance. </p><p></p><p>And <strong>then</strong>, push things like traps, but you need survival, perception, nature, etc, to “disarm” them or mitigate them foe the party. </p><p></p><p>So, a field of grasping roots? Nature to appease them or quiet them long enough to get the group through. Survival to find a path through. Put animal handling DCs in Beast stat blocks for calming, understanding, and befriending, that specific beast, with results specific to that beast. </p><p></p><p>In short, keep the detailed rules <em>in the text of the challenge that needs those rules.</em> </p><p></p><p>Meanwhile, let rangers add Wisdom to investigation and nature checks, and bring back knowledge based favored enemy but either make categories broader. beasts and monstrosities could be one category, while fey plants and beasts, fey and humanoids are another, fiends and undead, dragons and monstrosities, etc. each category overlaps with at least one other, so that every creature type us in at least two categories. And you gain a second set at level 6, and a third at 11. And you can study a specific creature or group to gain the benefits against them. </p><p></p><p>Like if you have the 2024 ranger that, and 2 favored terrains plus the ability to gain the benefits in an area equal to 1 mile per ranger level with some time limit or limited usage, I’d never complain about the class again.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9683907, member: 6704184"] [USER=63508]@Minigiant[/USER] Lets pivot to a more fruitful discussion wrt The Ranger. Role in the party, and adversarial challenges that speak to that role. So, one way to get what you want and what I want, is to keep the skill descriptions fairly simple, fairly easy to remember, etc, light on rules strong on guidance. And [B]then[/B], push things like traps, but you need survival, perception, nature, etc, to “disarm” them or mitigate them foe the party. So, a field of grasping roots? Nature to appease them or quiet them long enough to get the group through. Survival to find a path through. Put animal handling DCs in Beast stat blocks for calming, understanding, and befriending, that specific beast, with results specific to that beast. In short, keep the detailed rules [I]in the text of the challenge that needs those rules.[/I] Meanwhile, let rangers add Wisdom to investigation and nature checks, and bring back knowledge based favored enemy but either make categories broader. beasts and monstrosities could be one category, while fey plants and beasts, fey and humanoids are another, fiends and undead, dragons and monstrosities, etc. each category overlaps with at least one other, so that every creature type us in at least two categories. And you gain a second set at level 6, and a third at 11. And you can study a specific creature or group to gain the benefits against them. Like if you have the 2024 ranger that, and 2 favored terrains plus the ability to gain the benefits in an area equal to 1 mile per ranger level with some time limit or limited usage, I’d never complain about the class again. [/QUOTE]
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Convince me that the Ranger is a necessary Class.
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