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It's official, WOTC hates Rangers (Tasha's version of Favored Foe is GARBAGE)
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<blockquote data-quote="Flamestrike" data-source="post: 8118550" data-attributes="member: 6788736"><p>Natural explorer can be amazing in many campaigns (think Favoured Terrain: <em>Arctic </em>in Rime, or Favoured Terrain: <em>Jungle </em>in ToA, or FT: <em>Underdark </em>in OotA).</p><p></p><p>For most of the campaign you get:</p><p></p><p></p><p></p><p>Expertise in all skills you're proficient in that rely on Int or Wisdom (Perception, Insight, Arcana, Nature, Survival, Religion, Medicine etc), which is a fantastic benefit (although be prepared to justify to the DM how the skill is 'related' to your terrain).</p><p></p><p>And:</p><p></p><p>While traveling for an hour or more:</p><ul> <li data-xf-list-type="ul"><a href="https://roll20.net/compendium/dnd5e/Combat#h-Difficult%20Terrain" target="_blank">Difficult Terrain</a> doesn't slow your group's <a href="https://roll20.net/compendium/dnd5e/Travel#h-Travel" target="_blank">Travel</a>.</li> <li data-xf-list-type="ul">Your group can't become lost except by magical means.</li> <li data-xf-list-type="ul">Even when you are engaged in another <a href="https://roll20.net/compendium/dnd5e/Travel%20at%20Sea#h-Activity%20While%20Traveling" target="_blank">Activity While Traveling</a> (such as foraging, navigating, or tracking), you remain alert to danger.</li> <li data-xf-list-type="ul">If you are traveling alone, you can move stealthily at a normal pace.</li> <li data-xf-list-type="ul">When you <a href="https://roll20.net/compendium/dnd5e/Travel%20at%20Sea#h-Forage" target="_blank">Forage</a>, you find twice as much food as you normally would.</li> <li data-xf-list-type="ul">While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</li> </ul><p>Simply not becoming lost (ever), ignoring difficult terrain (Snow and Ice count as difficult terrain by the way, so you can effectively double your groups movement speeds in Rime), always able to make Perception checks (likely with expertise as it's a Wisdom skill) to detect hazards and ambushes, even when doing other things are pretty great benefits.</p><p></p><p>The problem is most of those benefits are often handwaved away (most long periods of overland travel is handled as a montage by the DM taking a sentence or two, and maybe broken up by an encounter or two), or you're in a dungeon where you cant use them, or (at high level) the parties wizard is just Teleporting you there and the Cleric is making food and water with magic.</p><p></p><p>----------------------------------------</p><p></p><p>I was part of a game (ToA) where the DM had fleshed out the Hexploration, jungle survival, getting lost and foraging/ finding water rules, with rules for getting lost, finding drinkable water and food, difficult terrain slowing everyone down etc etc</p><p></p><p>You can imagine his rage when a PC rocked up with a Ranger (FT: Jungle) with the Outlander background. For the entire campaign those rules were <em>never actually used</em> (because the Ranger just does all that stuff without fail, automatically, no roll required, and at will).</p><p></p><p>He did (of course) try to make the Ranger roll Survival checks anyway, but a player revolt stopped that dead in its tracks.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8118550, member: 6788736"] Natural explorer can be amazing in many campaigns (think Favoured Terrain: [I]Arctic [/I]in Rime, or Favoured Terrain: [I]Jungle [/I]in ToA, or FT: [I]Underdark [/I]in OotA). For most of the campaign you get: Expertise in all skills you're proficient in that rely on Int or Wisdom (Perception, Insight, Arcana, Nature, Survival, Religion, Medicine etc), which is a fantastic benefit (although be prepared to justify to the DM how the skill is 'related' to your terrain). And: While traveling for an hour or more: [LIST] [*][URL='https://roll20.net/compendium/dnd5e/Combat#h-Difficult%20Terrain']Difficult Terrain[/URL] doesn't slow your group's [URL='https://roll20.net/compendium/dnd5e/Travel#h-Travel']Travel[/URL]. [*]Your group can't become lost except by magical means. [*]Even when you are engaged in another [URL='https://roll20.net/compendium/dnd5e/Travel%20at%20Sea#h-Activity%20While%20Traveling']Activity While Traveling[/URL] (such as foraging, navigating, or tracking), you remain alert to danger. [*]If you are traveling alone, you can move stealthily at a normal pace. [*]When you [URL='https://roll20.net/compendium/dnd5e/Travel%20at%20Sea#h-Forage']Forage[/URL], you find twice as much food as you normally would. [*]While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. [/LIST] Simply not becoming lost (ever), ignoring difficult terrain (Snow and Ice count as difficult terrain by the way, so you can effectively double your groups movement speeds in Rime), always able to make Perception checks (likely with expertise as it's a Wisdom skill) to detect hazards and ambushes, even when doing other things are pretty great benefits. The problem is most of those benefits are often handwaved away (most long periods of overland travel is handled as a montage by the DM taking a sentence or two, and maybe broken up by an encounter or two), or you're in a dungeon where you cant use them, or (at high level) the parties wizard is just Teleporting you there and the Cleric is making food and water with magic. ---------------------------------------- I was part of a game (ToA) where the DM had fleshed out the Hexploration, jungle survival, getting lost and foraging/ finding water rules, with rules for getting lost, finding drinkable water and food, difficult terrain slowing everyone down etc etc You can imagine his rage when a PC rocked up with a Ranger (FT: Jungle) with the Outlander background. For the entire campaign those rules were [I]never actually used[/I] (because the Ranger just does all that stuff without fail, automatically, no roll required, and at will). He did (of course) try to make the Ranger roll Survival checks anyway, but a player revolt stopped that dead in its tracks. [/QUOTE]
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