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Favored Terrain & Favored Enemy
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<blockquote data-quote="Kaisoku" data-source="post: 5281696" data-attributes="member: 58447"><p>The difference between a Rogue's trapfinding or a Paladin's smite evil is that these are far, <em>far </em>broader in application compared to the Favored Enemy.</p><p></p><p>The Paladin gets a normal bonus against <em>anything evil</em>. That's basically 90% of what you'll be fighting if you are playing a Paladin (usually).</p><p>The bonus against Dragons, Undead and Outsiders are also quite a large spread, but that's just a "small extra" too.</p><p></p><p>In a world built around normal expectations, traps and trapped things will come up on a regular basis. Now, this could depend on the campaign... but then a campaign focused around surviving on a deserted island (a la Lost), gives plenty of warning to not waste your time training certain skill sets.</p><p></p><p>The Ranger on the other hand, needs to pick a specific creature type (and in the case of Outsiders or Humanoids, a specific aligned or subtype).</p><p>It's really, really easy to simply never have a single Gnoll in an entire campaign, but the Ranger could easily pick that as a background thing, and now the DM is stuck.</p><p></p><p>Granted, there's ways to try and get around that... but the fact that you <em>have</em> to have ways around it is why some of us don't like the ability.</p><p></p><p>It's not that you have to accommodate the class/character at all that's at issue.. it's the degree of accommodation that's needed, and it all ties into the inflexibility and specificity of the ability.</p><p></p><p>_</p><p>To put it simply: I can build a fairly believable world, focusing on the story elements and verisimilitude without having to resort to worrying over most classes' abilities.</p><p>With some (such as Favored Enemy), I have to pay special attention. With a simple change in the mechanic, I wouldn't have to.</p><p></p><p>You suggest fixing it at the DM/Player discussion side. We are suggesting that there's also the option of fixing it from the game mechanics side.</p></blockquote><p></p>
[QUOTE="Kaisoku, post: 5281696, member: 58447"] The difference between a Rogue's trapfinding or a Paladin's smite evil is that these are far, [I]far [/I]broader in application compared to the Favored Enemy. The Paladin gets a normal bonus against [I]anything evil[/I]. That's basically 90% of what you'll be fighting if you are playing a Paladin (usually). The bonus against Dragons, Undead and Outsiders are also quite a large spread, but that's just a "small extra" too. In a world built around normal expectations, traps and trapped things will come up on a regular basis. Now, this could depend on the campaign... but then a campaign focused around surviving on a deserted island (a la Lost), gives plenty of warning to not waste your time training certain skill sets. The Ranger on the other hand, needs to pick a specific creature type (and in the case of Outsiders or Humanoids, a specific aligned or subtype). It's really, really easy to simply never have a single Gnoll in an entire campaign, but the Ranger could easily pick that as a background thing, and now the DM is stuck. Granted, there's ways to try and get around that... but the fact that you [I]have[/I] to have ways around it is why some of us don't like the ability. It's not that you have to accommodate the class/character at all that's at issue.. it's the degree of accommodation that's needed, and it all ties into the inflexibility and specificity of the ability. _ To put it simply: I can build a fairly believable world, focusing on the story elements and verisimilitude without having to resort to worrying over most classes' abilities. With some (such as Favored Enemy), I have to pay special attention. With a simple change in the mechanic, I wouldn't have to. You suggest fixing it at the DM/Player discussion side. We are suggesting that there's also the option of fixing it from the game mechanics side. [/QUOTE]
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