D&D 5E (2014) Favored Enemy needs a simple Damage +2


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Except they are saying the guy with better armor, better defenses, better party protection (seriously, 6th level Oath of Ancients is awesome) ALSO deals a ton of damage and has better spellcasting. Paladins can nova down pretty well. They deal an additional 1d8 to smites against an undead or fiends, so essentially double what the OP is asking for against favored enemies.

Paladins are REALLY strong in this edition. Rangers have historically been less durable but dealt much more damage and had more skills. Their advantages have eroded and paladin's damage dealing capability has gone up significantly.

You are still missing the point.

In this edition, you pick a class because that is what you want to play. You don't pick a ranger then gripe and complain that the paladin does more damage. If you want to do more damage then play a paladin.

It's not about the numbers any more.
 

You are still missing the point.

In this edition, you pick a class because that is what you want to play. You don't pick a ranger then gripe and complain that the paladin does more damage. If you want to do more damage then play a paladin.

It's not about the numbers any more.

Well herp a derp. Lets just rangers d3 Hit Dice, 1 spell at 20th level and no ability score advancement! After all, the REAL ranger players will play one so why do mechanics or balance matter?
 

The point of a ranger is he can fight a sea troll with a spear whereas a fighter and paladin gurgle "I'M DROWNING!" because he can cast water breathing and can flank him with a shark.

Correction: conjure animals lets you summon four reek sharks.
 
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You may want to check this thread before dismissing Primeval Awareness.

Oh please. One guy ranting is not convincing. His examples were pretty pathetic also...and just not that useful. The effect covers over *3 square miles*, so great, you know there is either one buried zombie *or* an army of Liches and Death knights or something in between... in a 3 sq mile area

And the really stupid part, is that in your 'favored terrain' the ability doesn't even let you narrow it down. So you stop to rest, and (for the cost of a spell slot) know there is between 1 skeleton to 1000 liches in a *113 SQ MILE* area.... color me unimpressed...
 

Oh please. One guy ranting is not convincing. His examples were pretty pathetic also...and just not that useful. The effect covers over *3 square miles*, so great, you know there is either one buried zombie *or* an army of Liches and Death knights or something in between... in a 3 sq mile area

And the really stupid part, is that in your 'favored terrain' the ability doesn't even let you narrow it down. So you stop to rest, and (for the cost of a spell slot) know there is between 1 skeleton to 1000 liches in a *113 SQ MILE* area.... color me unimpressed...

So you don't think it's useful for you to know going into a town that there is an undead problem? Or maybe there's been a bunch of murders and the ranger detects a fiend in the area. Now they know what to look for and can alert the townspeople. Maybe you're fighting a whole bunch of undead and you sense an Abberration. Might be a good idea to keep a lookout for a mind flayer.

It's difficult to have a discussion when you don't bother making any points, and instead just bash on other people's.
 

Except they are saying the guy with better armor, better defenses, better party protection (seriously, 6th level Oath of Ancients is awesome) ALSO deals a ton of damage and has better spellcasting. Paladins can nova down pretty well. They deal an additional 1d8 to smites against an undead or fiends, so essentially double what the OP is asking for against favored enemies.

Paladins are REALLY strong in this edition. Rangers have historically been less durable but dealt much more damage and had more skills. Their advantages have eroded and paladin's damage dealing capability has gone up significantly.
Paladins only do well damage-wise when using up spell slots.
Rangers get Summon spells that are some of the most powerful spells in the game. Summon 8 wolves, or 8 pixies....

Paladins need to Smite, Rangers get Horde Breaker or Collosus slayer, plus they all get Hunter's Mark
Archery fighting style allows for ranged builds
Perception and Stealth as class skills
Defensive abilities like Evasion or AO protections
 

Well herp a derp. Lets just rangers d3 Hit Dice, 1 spell at 20th level and no ability score advancement! After all, the REAL ranger players will play one so why do mechanics or balance matter?

I have a feeling you're being obtuse for no reason, but I'll explain.

5E focuses on the three pillars of the game, Combat, Exploration and Social Interaction. All the classes are balanced not just for combat but for all three of them, making them more useful in different situations. For instance, a Bard isn't exactly the supreme master of all combat, but he is an excellent face for the party and is basically the ultimate skill monkey. Rangers, apart from doing damage, can track, use primeval awareness, have an animal companion, cast spells, and more. They aren't just damage dealers.
 

You are still missing the point.

In this edition, you pick a class because that is what you want to play. You don't pick a ranger then gripe and complain that the paladin does more damage. If you want to do more damage then play a paladin.

It's not about the numbers any more.

It has always been about the numbers and always will be. Some of us have been optimizing and worrying about the numbers since 1e.
 

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