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Favored Terrain & Favored Enemy
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<blockquote data-quote="Kaisoku" data-source="post: 5280032" data-attributes="member: 58447"><p>Well, to me.. it felt like the Ranger was using a ghillie suit. In which case, he'd just have to spend a little time adjusting it for his new environment and blammo, useable in any natural terrain really.</p><p></p><p>The only problem I see with asking the DM in advance is twofold:</p><p></p><p>In a sandbox game, where the DM is making the encounters, the player will know if the DM is adding enough creatures for his favored enemy bonus or not. When it gets to different levels of bonus... the DM will feel like he's specifically tailoring his encounters for this one character.</p><p>Do I put a creature that he gets his full bonus for? Or a lower bonus? If I do put it, it might make things too easy, and if I don't, he'll begrudge me for leaving one out.</p><p>Yeah, in a game where everyone is mature, it's not so bad (and a DM can try to focus on putting what makes sense, instead of pandering). When you are playing with people who are new to your group, the DM gets saddled with some decision making, and the player has far too much transparency on the DM's encounter building process.</p><p>Some people dislike the idea that in a homebrew, a DM has to worry about a class demanding his attention like this.</p><p></p><p>In the second scenario, with published adventures, the DM has to read far enough ahead to know if this <em>permanent</em> choice will be worth it for the character, and potentially reveal some elements of the adventure path that perhaps should have been more of a surprise.</p><p>People can decide to not act on meta-game knowledge, but it still ruins the feel, even if only a little.</p><p></p><p>I can very much see the desire for a more uniform, or changeable system that lets the ranger still get his focus, but not get screwed out of bad choices or ruined by metagame knowledge.</p><p></p><p>I'm partial to the "spend time and skill checks to change your choices" alternative approach.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 5280032, member: 58447"] Well, to me.. it felt like the Ranger was using a ghillie suit. In which case, he'd just have to spend a little time adjusting it for his new environment and blammo, useable in any natural terrain really. The only problem I see with asking the DM in advance is twofold: In a sandbox game, where the DM is making the encounters, the player will know if the DM is adding enough creatures for his favored enemy bonus or not. When it gets to different levels of bonus... the DM will feel like he's specifically tailoring his encounters for this one character. Do I put a creature that he gets his full bonus for? Or a lower bonus? If I do put it, it might make things too easy, and if I don't, he'll begrudge me for leaving one out. Yeah, in a game where everyone is mature, it's not so bad (and a DM can try to focus on putting what makes sense, instead of pandering). When you are playing with people who are new to your group, the DM gets saddled with some decision making, and the player has far too much transparency on the DM's encounter building process. Some people dislike the idea that in a homebrew, a DM has to worry about a class demanding his attention like this. In the second scenario, with published adventures, the DM has to read far enough ahead to know if this [I]permanent[/I] choice will be worth it for the character, and potentially reveal some elements of the adventure path that perhaps should have been more of a surprise. People can decide to not act on meta-game knowledge, but it still ruins the feel, even if only a little. I can very much see the desire for a more uniform, or changeable system that lets the ranger still get his focus, but not get screwed out of bad choices or ruined by metagame knowledge. I'm partial to the "spend time and skill checks to change your choices" alternative approach. [/QUOTE]
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