D&D (2024) How to simply fix Ranger in 2024.


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Horwath

Legend
Currently my Bugbear Ranger/Rogue is using the Favored Foe option instead of Hunter's Mark.
Honestly, both features suck because of mandatory Concentration.
In Tasha's I traded every instance of it with another instance of 1st level Deft explorer.
Atleast I was good at one job. Skills.
 

Xeviat

Dungeon Mistress, she/her
Offering solutions.

Warlock's Eldritch Smite works the same as it did before; no action, spend spell slot after you hit, deal extra damage.

Thus, I think Paladin Smite shouldn't cost a bonus action, it just needs to be limited to once per round to limit novas.

Divine Favor doesn't have concentration either.

THUS, I think Hunter's Mark and Hex could safely lose their concentration requirement. Rangers and Warlocks can get an ability to apply these signature spells alongside an attack. In return, remove the ability to move them after someone dies. Also, go back to the playtest version, where the damage is 1/round and scales with level.

Then, have the ranger and warlock get a benefit when their hunters mark/hex target is defeated (rangers can get inspiration, fiendlocks can get their dark One's Blessing like in 4E, and so on).

Smite is +2d8 damage, or 9 damage. If +1d6 lasts for 2 rounds, that's 7, and if it lasts for 3 rounds that's 10.5.
 

Honestly, both features suck because of mandatory Concentration.
Mandatory concentration within reason. Being able to concentrate for just a minute in order to maintain a spell sounds plausible to me because in RL we are quite capable of focusing our attention on something for the same amount of time. Concentrating to maintain a spell for 8 or even 24 hours is ridiculous. No one is capable of being that focused. In setting or in RL, we're constantly being distracted by everything around us.
 

CreamCloud0

One day, I hope to actually play DnD.
if it were offered i would be more than eagre to swap out the free HM and associated improvements for a greatly nerfed sneak attack progression.
 

Rocker26a

Adventurer
I think Revised Ranger's spin on Favoured Enemy was close to something workable, it just didn't move far enough away from the original feature, so you've still got that "welp, my choice isn't in this campaign, guess that's that" problem.
 


Horwath

Legend
I think Revised Ranger's spin on Favoured Enemy was close to something workable, it just didn't move far enough away from the original feature, so you've still got that "welp, my choice isn't in this campaign, guess that's that" problem.
problem with favored enemy is that it didn't give global benefits that are best used vs that favored enemy.

I.E. favored enemy dragons:
Advantage or Dex saves and resistance to one energy damage used by dragons.
draconic language as a ribbor.
 

Horwath

Legend
Offering solutions.

Warlock's Eldritch Smite works the same as it did before; no action, spend spell slot after you hit, deal extra damage.

Thus, I think Paladin Smite shouldn't cost a bonus action, it just needs to be limited to once per round to limit novas.

Divine Favor doesn't have concentration either.

THUS, I think Hunter's Mark and Hex could safely lose their concentration requirement. Rangers and Warlocks can get an ability to apply these signature spells alongside an attack. In return, remove the ability to move them after someone dies. Also, go back to the playtest version, where the damage is 1/round and scales with level.

Then, have the ranger and warlock get a benefit when their hunters mark/hex target is defeated (rangers can get inspiration, fiendlocks can get their dark One's Blessing like in 4E, and so on).

Smite is +2d8 damage, or 9 damage. If +1d6 lasts for 2 rounds, that's 7, and if it lasts for 3 rounds that's 10.5.
or rework Favored foe's bonus HM to smite like ability.
Once on your turn you can spend a usage of HM to deal extra +2d8 Acid, Cold, Fire, Lightning, Poison or Thunder damage when you hit a target with weapon or unarmed attack.

13th level: +3d6 damage
17th level: you have advantage on attack vs damaged target until the end of your next turn.
20th level: +1d6 damage on every attack.
 

Rocker26a

Adventurer
problem with favored enemy is that it didn't give global benefits that are best used vs that favored enemy.

I.E. favored enemy dragons:
Advantage or Dex saves and resistance to one energy damage used by dragons.
draconic language as a ribbon.

I somewhat disagree, not because there's anything wrong with better, more bespoke benefits in and of themselves (besides taking up a bit more real estate on the page I guess), I just think Favoured Enemy's premise was/is always gonna be a hard sell. Any remedy for Favoured Enemy has to deal with the hurdle of "when you're not fighting (whatever you picked), you get some minor carrot like a language/diddly squit". There aren't great ways to correct that, within the bounds of the original feature's intended functionality and flavour.
 

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