I've spent the past few months breaking down the Ranger and trying to find some common ground across different fan expectations. Here's what I've got.

Well, I suppose it's a change from the overpowered special snowflake crud that too many people end up making, innit? :P.
I agree

I really love your survival dice concept, from just looking the Hunter archetype looks like it has a lot more versatility and option just outside of combat which i love. Levels 1 and 2 look a little thin compared to all of the other classes.

Beastmaster: I have problems with you allowing multiattack from the get go (just due to the fact that it makes the badger a better choice than other animals). While i like the idea of just using an action to command your beast then forgetting it (until its query is dead), it makes them almost useless vs lots of mooks. Spending your survival dice to help your pet stay alive is exactly what the class needs but the only option you have for increasing damage is very situational.
 

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How about for exploration pillar:

remove favored terrain and enemy.

instead of 3 skills, ranger get at 1st level training; nature, perception, stealth and survival.

remove favored terrain and enemy and nature sense(or whatever is called 3rd level ability)

at 1st level ranger gains expertise in nature and survival,
at 3rd level ranger has advantage on survival checks while tracking creatures,
at 6th level ranger gains expertise in stealth and perception,
at 10th level ranger halves exaustion levels(round down), now needs 12 exaustion effects to die.
at 14th level ranger can treat one short rest as long rest. Ranger must complete 2 normal long rests in a row to use this ability again.
 

How about for exploration pillar:

remove favored terrain and enemy.

instead of 3 skills, ranger get at 1st level training; nature, perception, stealth and survival.

remove favored terrain and enemy and nature sense(or whatever is called 3rd level ability)

at 1st level ranger gains expertise in nature and survival,
at 3rd level ranger has advantage on survival checks while tracking creatures,
at 6th level ranger gains expertise in stealth and perception,
at 10th level ranger halves exaustion levels(round down), now needs 12 exaustion effects to die.
at 14th level ranger can treat one short rest as long rest. Ranger must complete 2 normal long rests in a row to use this ability again.

I dunno, that just seems... boring, I guess. I'll break down what I mean.

If by "Nature Sense", you mean the altered Primeval Awareness at 2nd level, that change has actually gotten a tonne of positive feedback. It's one of the few things in my fix things I've heard nothing but praise for. It's flavorful, unique, makes thematic sense across all archetype, and the only issue might be that rangers get it too early for what it does.Unless someone comes along with a very good argument for why it should be removed, it's staying.

1st level feature - A huge part of choosing skills is that it's a way to differentiate your character. Having rangers take all the same skills not only removes a lot of player choice, but also makes it harder to realise certain "non-core" ideas for the ranger that one can make with my ranger alternative, like the urban ranger.

3rd level feature - Advantage is a huge thing, and represents situational bonuses, not consistent performance. Giving blanket advantage in a skill is not only overpowered, but is a fundamental misuse of the mechanic. Favored Enemy's Advantage on tracking is only there because Favored Enemy isn't meant to be that big a deal, in both my and the original ranger.

6th level feature - Again with the "same skills" issue. Besides, now the ranger would have almost the same amount of expertise as a rogue, which is treading on the rogue's territory too much for my liking. Expertise is meant to be an "extra", a nice cherry on the top of skills.

10th level feature - The spirit of this is nice, but the execution is completely broken. Part of the reason Exhaustion works is because it's so hard to deal with once you get it. It's something that makes players go "Woah, fudge!" That said, you've given me some ideas of how to fold Exhaustion into Survivor's Rest, so thanks!

14th level feature - Oooof. Messing with the rest mechanics is just asking for trouble. The Beast Master ranger already tinkers with the action economy somewhat, and I'm not comfortable pushing it even more.
 
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I'm just now getting into 5e enough so that my compulsive need to futz with systems is exerting itself :). So I've been reading and thinking about your ranger with great interest, as it tracks with my own thoughts about how to change the class.

I like a lot of it, but I'm going to start with my big complaint, which may hurt a bit: I just don't like Survivalist dice. I know how you were trying to avoid giving the Ranger warmed-over Sneak Attack dice, but I feel these are instead just warmed-over Combat Superiority dice that have kind of gotten into everything. I think a lot of your new ranger abilities are great but don't really gain anything by being tied to the new mechanic. And I even think the combat applications, which to be fair are modeled closely after the Battle Master fighter, could be done in another way that doesn't involve a resource you have to track.

I think you should go back to your original idea. Make Hunter's Mark/Quarry a core feature that applies to a chosen target that can't be switched until the target is defeated or you take an action to do so. You can either apply 1d6 damage, or forgo it to power some combat effect. If it's a reaction power or similarly outside your normal turn, you can't apply the bonus damage or use another power until the end of your next turn. That makes ranger powers a sort of currency, but one that you don't have to track from turn to turn. It also ties ranger combat to focused pursuit of a target, which seems very evocative to me. For non-combat powers, either make them always on or powered by a skill check of some kind.

So that's the real critical stuff. Now to other thoughts!

-Favored Enemy: I like the addition of combat utility here. With Quarry dice I might make it an additional Quarry die instead of advantage to attack. Sort of like Smite vs. demons and undead.

-Survival Expertise/Exploration Specialist: Taking the "expertise" out of Exploration Specialist and making it universal keeps things simple. I kind of miss the flavor of having expertise apply in your favored terrain. Maybe retain the proficiency bonus for Intelligence and Wisdom checks that aren't Survival. Also, even though it's redundant, I'd add Survival to the class skill list.

-Primeval Awareness: I would have maybe built this off a Perception check, but I like this, especially since it doesn't require a resource.

-Survivalist's Step: Good, though it needn't cost a resource in my opinion.

-Survivor's Rest: I have my own idea of how to handle ranger healing, again without any sort of resource tracking. I'll keep it to myself for now.

-Land's Stride: Good. I like the climb/swim speed additions. I thought they might be too much, but the Thief rogue gets a similar set of powers at third level. I'm curious why you omitted the advantage to saves against magical effects.

Hide in Plain Sight: New power is interesting, but maybe not very ranger-like. Aragorn/Strider certainly didn't blend in with the locals, as I recall.

Vanish: The chance to evade magical tracking is good. I was wondering what happened to Hide as a bonus action, but I see the stalker Hunter gets it.

Ready for Anything/Ranger's Warning: Initiative powers feel great with the ranger. Ready for Anything is one that could be powered with the Quarry die as mentioned, which would just mean you couldn't declare a quarry until your second turn.

Hunter Archetype: I like the new powers. The damage-dealing ones would need some consideration if they are to work with Quarry dice. Maybe you can reroll a 1 or 2 on any Quarry dice you roll, sort of like Great Weapon Fighting.

Beast Master: Interesting that they don't get Combat Style; I guess having a pet is the style! I like that the companion can act on its own while still requiring some actions to direct. I'd be inclined to keep the companion's original choice of actions since those are clearly defined. Mostly, it's Protect that strikes me as either vague or redundant. I do like Retrieve and Detect, and I like that Attack doesn't need to be reissued every turn.

Magic Fang seems a little out-of-place in terms of flavor, but I absolutely see the need for something like it. The maneuvers are great. Again with the Quarry dice: I would make a core feature of this archetype the ability for the companion to use them, though maybe they could only work for the ranger or his companion on any given turn. At any rate, this makes Quarry dice suitable currency for maneuvers.

Spellstrider: Great name! Good Tolkien reference. Why WotC didn't make spellcasting for the ranger an Archetype like this, when they already had models for it in other classes, I just don't know. Bonus druid spells on top of the normal Ranger spell list are great. I'm worried about spell progression. I'd make it more like the Eldritch Knight and Arcane Trickster, and if you want to include 5th level ranger spells, just make selecting one of them a Spellstrider power at a higher level, sort of like the Warlock's mystic arcanum.

I think this is a great framework for reimagining the ranger, much better than the Unearthed Arcana variants WotC has put out. It gives me some ideas for trying out my own variant. I'm interested to here what you think of my feedback, as that may shape my own approach to the ranger.
 

I like a lot of it, but I'm going to start with my big complaint, which may hurt a bit: I just don't like Survivalist dice. I know how you were trying to avoid giving the Ranger warmed-over Sneak Attack dice, but I feel these are instead just warmed-over Combat Superiority dice that have kind of gotten into everything. I think a lot of your new ranger abilities are great but don't really gain anything by being tied to the new mechanic. And I even think the combat applications, which to be fair are modeled closely after the Battle Master fighter, could be done in another way that doesn't involve a resource you have to track.

I think you should go back to your original idea. Make Hunter's Mark/Quarry a core feature that applies to a chosen target that can't be switched until the target is defeated or you take an action to do so. You can either apply 1d6 damage, or forgo it to power some combat effect. If it's a reaction power or similarly outside your normal turn, you can't apply the bonus damage or use another power until the end of your next turn. That makes ranger powers a sort of currency, but one that you don't have to track from turn to turn. It also ties ranger combat to focused pursuit of a target, which seems very evocative to me. For non-combat powers, either make them always on or powered by a skill check of some kind.

So that's the real critical stuff. Now to other thoughts!

-Favored Enemy: I like the addition of combat utility here. With Quarry dice I might make it an additional Quarry die instead of advantage to attack. Sort of like Smite vs. demons and undead.

-Survival Expertise/Exploration Specialist: Taking the "expertise" out of Exploration Specialist and making it universal keeps things simple. I kind of miss the flavor of having expertise apply in your favored terrain. Maybe retain the proficiency bonus for Intelligence and Wisdom checks that aren't Survival. Also, even though it's redundant, I'd add Survival to the class skill list.

-Primeval Awareness: I would have maybe built this off a Perception check, but I like this, especially since it doesn't require a resource.

-Survivalist's Step: Good, though it needn't cost a resource in my opinion.

-Survivor's Rest: I have my own idea of how to handle ranger healing, again without any sort of resource tracking. I'll keep it to myself for now.

-Land's Stride: Good. I like the climb/swim speed additions. I thought they might be too much, but the Thief rogue gets a similar set of powers at third level. I'm curious why you omitted the advantage to saves against magical effects.

Hide in Plain Sight: New power is interesting, but maybe not very ranger-like. Aragorn/Strider certainly didn't blend in with the locals, as I recall.

Vanish: The chance to evade magical tracking is good. I was wondering what happened to Hide as a bonus action, but I see the stalker Hunter gets it.

Ready for Anything/Ranger's Warning: Initiative powers feel great with the ranger. Ready for Anything is one that could be powered with the Quarry die as mentioned, which would just mean you couldn't declare a quarry until your second turn.

Hunter Archetype: I like the new powers. The damage-dealing ones would need some consideration if they are to work with Quarry dice. Maybe you can reroll a 1 or 2 on any Quarry dice you roll, sort of like Great Weapon Fighting.

Beast Master: Interesting that they don't get Combat Style; I guess having a pet is the style! I like that the companion can act on its own while still requiring some actions to direct. I'd be inclined to keep the companion's original choice of actions since those are clearly defined. Mostly, it's Protect that strikes me as either vague or redundant. I do like Retrieve and Detect, and I like that Attack doesn't need to be reissued every turn.

Magic Fang seems a little out-of-place in terms of flavor, but I absolutely see the need for something like it. The maneuvers are great. Again with the Quarry dice: I would make a core feature of this archetype the ability for the companion to use them, though maybe they could only work for the ranger or his companion on any given turn. At any rate, this makes Quarry dice suitable currency for maneuvers.

Spellstrider: Great name! Good Tolkien reference. Why WotC didn't make spellcasting for the ranger an Archetype like this, when they already had models for it in other classes, I just don't know. Bonus druid spells on top of the normal Ranger spell list are great. I'm worried about spell progression. I'd make it more like the Eldritch Knight and Arcane Trickster, and if you want to include 5th level ranger spells, just make selecting one of them a Spellstrider power at a higher level, sort of like the Warlock's mystic arcanum.

I think this is a great framework for reimagining the ranger, much better than the Unearthed Arcana variants WotC has put out. It gives me some ideas for trying out my own variant. I'm interested to here what you think of my feedback, as that may shape my own approach to the ranger.

1Mac - you know, it's funny, the survivalist dice are the end result of me really wanting to have a Hunter's Quarry mechanic, but being unable to fit it in with - you guessed it - the Beast Master.

I'll go through my thought process when I designed them:
I knew from the outset that in order to make the class as a whole work (particularly in regard to the Beast Master, but also in general), I'd need to have as few "identifying" combat boosting features in the base class as possible. That way, the identity of the ranger beyond the extreme level of exploration and travel power could be taken care of entirely according to the player's desires. If the whole ranger got a hunter's quarry as a base damage/utility mechanic, that would not only focus the combat aspect of the ranger's identity far more than I was comfortable with, but would also limit the room the Beast Master need to feel fun as well as balanced. Additionally, while chasing down a specific target might apply to many people's ideas of the ranger, it's also far from a core aspect of the class. I feel like making Hunter's Quarry the identifying feature of the core class takes away from what makes the ranger different as a character - the exploration and survival stuff. The combat stuff is important to the identity, but the actual application of that combat stuff is such a matter of debate that to force any one combat mechanic onto the ranger seemed like a bad idea.

However, the class still needed a unifying mechanic, and I figured, what better way to unify the exploration and combat aspects of the ranger than to have them pull from the same resource? At the same time, I didn't want ranger players to have to make dedicated choices between the two - focusing on one aspect in one situation shouldn't make the other aspect weaker, so a turn-based recharge seemed the best call - in essence, the ranger focuses their knowledge of the land and terrain between pure combat and utility in different levels on each turn, depending on the situation. Additionally, the ranger is the only class to have a refilling-pool mechanic like this, which adds a lot more identity than spellcasting ever did, and while certain aspects pull more from the rogue or from the fighter in certain situations, that's due to the fact that those elements of the rogue or the fighter hit the same notes I felt I needed to hit with those areas of the ranger - teamwork in combat (and out of it) for the Beast Master, fighting more on your own terms as the Hunter, and mystical, magical hunting as the Spellstrider (glad you liked the name, btw!). Again, the difference between these identities, combined with my focus on the subclasses as the combat house in order to really let the Beast Master (and the ranger in general) be whatever it needs to be without being everything at once, made an adapted Hunter's Mark feel more like a half-measure and placeholder than an identifying feature.

In the end, survivalist dice are a mechanic that can cover the same design space as Hunter's Mark did, but with a lot more flexibility, ease-of-balance, and identity. Ultimately, playtesting will be what make or break them - they're very different to other mechanics in 5e, even though I feel they fit the overall spirit of the game, and it might be hard for people to get a bead on them from simply reading it. My personal guess is the refilling pool mechanic combined with their usage as a utility and combat feature make them more than unique enough to carry the identity of the ranger - it says that "no matter how a ranger fights, its combat strength is as much to do with its knowledge and usage of the land and creatures around it as it is is about pure martial training".

Primeval Awareness: I would have maybe built this off a Perception check, but I like this, especially since it doesn't require a resource.

Glad to hear you approve! This change has been one of the most universally-well-received changes. I would recommend that having it just work is best, as an hour of info-gathering seems more than adequate to guarantee a

Survivalist's Step: Good, though it needn't cost a resource in my opinion.

I don't really consider Survivalist Dice much more of a resource than Sneak Attack dice, as they both work off a per-round/turn basis. You'll never go more than a few turns without them. The main idea is that you sacrifice some damage on one turn for some utility and hardiness.

Land's Stride: Good. I like the climb/swim speed additions. I thought they might be too much, but the Thief rogue gets a similar set of powers at third level. I'm curious why you omitted the advantage to saves against magical effects.

I wanted to stay away from magical effects as much as possible in the core class, but I can easily see myself adding the advantage against magical effects to the Spellstrider in some way.

Hide in Plain Sight: New power is interesting, but maybe not very ranger-like. Aragorn/Strider certainly didn't blend in with the locals, as I recall.

This was more that I wanted the Urban Ranger to be something people could play without needing another subclass. The main difference between classic rangers and the urban ranger is simply the terrain. everything else - the knowledge, the info-gathering, the movement through weird and tricky terrain - can be just as easily applied to a ranger in the city as a ranger in the wild.


For your points on the Spellstrider:
- Glad you like the name! I've been worried about this one - I wasn't sure if it had enough identity compared to the other two, but I think it's pretty solid.
- The spell progression is a tetchy issue. A lot of people are adamant that the ranger be a half-caster, and because the ranger doesn't have many combat boosts in the base class like the fighter and the rogue do, I feel it's balanced to include full half-casting spellcasting, but you're right in that it doesn't fit the subclass spell progression. A Mystic Arcanum-type solution might be best.

TL;DR - I don't think a Quarry mechanic in the base class would work, even with utility options, because (a) it pushes the core identity of the ranger too hard in a general-combat-focused direction, where survivalist dice are just as much a utility option as they are a fightin' one, and one that ties back solidly to the explorer identity, (b) any core class features have to be balanced with the Beast Master, and thus should not boost combat powers more than absolutely necessary - again, the survivalist dice are far more flexible and modular in their balance, and (c) any obvious adaptation of Hunter's Mark to the base class may very well come across as an adaptation of an old mechanic for the sake of old mechanics just as much as the new identifying mechanic for the class.

I'm glad you like the other changes, and your suggestions for things like Land's Stride "advantage against magical effects" and Exploration Specialist adding the proficiency bonus to non-proficient Int and Wis checks related to favored terrain have been noted with interest!

Thanks for the in-depth feedback - it's really valuable!
 

I thought I read through your doc carefully, but somehow it didn't click for me that Survivalist dice refreshed every turn, not after a short rest. I had in my mind that they basically worked like Superiority dice with non-combat applications. This actually makes them a little more like my idea for Quarry dice, actually. Still, I thought you were being a little conservative with the resource; now I kind of think they're a little too liberal! All the other dice/token mechanics in the game are limited in some way; either by a flat cap that needs to be refreshed (boring, but balanced), or, in the case of the rogue, by some sort of condition (much more interesting and still balanced). No one gets an always-on resource that never needs to be refreshed. I could see a design space for such a resource if the pool was much smaller (I am beginning to reimagine the Battle Master fighter that way), but 2d6 expanding to 5d6 with no tactical limitation seems way too high.

So I ask again, why not tie it to a marking ability, which doesn't limit how often you can use the dice, but on whom you can use them in a tactically and thematically interesting way? If I understand you, you have three answers: because you think they don't mesh with the Beastmaster, because you don't want the central pillar of the class to be combat-oriented, and because you want the combat and non-combat features to be unified. The first seems easy to address to me; just give the pet access to Quarry dice. The second I can sort of understand, except that Survival dice support combat in every archetype already. They certainly do for the Hunter and Beastmaster, and the Spellstrider has both a Quarry ability and Spellhunt, which are both combat oriented and powered by Survival dice. So Survival dice is already a combat-oriented pillar of the class.

As to the third, I really only see two non-combat powers where Survivalist dice apply; Survivalist Step and Survivor's Rest. As I said, I don't see anything that rolling resource dice really adds to Survivor's Step that a flat or percentage damage reduction lacks. And I've got my own ideas for non-magical ranger healing, although I'm provisionally okay with Survivor's Rest as a concept. But that's just two abilities that don't really need a dice pool that you are tying to a dice pool mechanic that is otherwise combat oriented.

Do you mind if I adapt your ranger as a model for an attempt at my Quarry-dice ranger? I'll start a new thread, and I'll be sure to credit you. Maybe the best way to continue this conversation is if I put my armchair-design theory into practice and do some actual designing.
 

I thought I read through your doc carefully, but somehow it didn't click for me that Survivalist dice refreshed every turn, not after a short rest. I had in my mind that they basically worked like Superiority dice with non-combat applications. This actually makes them a little more like my idea for Quarry dice, actually. Still, I thought you were being a little conservative with the resource; now I kind of think they're a little too liberal! All the other dice/token mechanics in the game are limited in some way; either by a flat cap that needs to be refreshed (boring, but balanced), or, in the case of the rogue, by some sort of condition (much more interesting and still balanced). No one gets an always-on resource that never needs to be refreshed. I could see a design space for such a resource if the pool was much smaller (I am beginning to reimagine the Battle Master fighter that way), but 2d6 expanding to 5d6 with no tactical limitation seems way too high.

So I ask again, why not tie it to a marking ability, which doesn't limit how often you can use the dice, but on whom you can use them in a tactically and thematically interesting way? If I understand you, you have three answers: because you think they don't mesh with the Beastmaster, because you don't want the central pillar of the class to be combat-oriented, and because you want the combat and non-combat features to be unified. The first seems easy to address to me; just give the pet access to Quarry dice. The second I can sort of understand, except that Survival dice support combat in every archetype already. They certainly do for the Hunter and Beastmaster, and the Spellstrider has both a Quarry ability and Spellhunt, which are both combat oriented and powered by Survival dice. So Survival dice is already a combat-oriented pillar of the class.

As to the third, I really only see two non-combat powers where Survivalist dice apply; Survivalist Step and Survivor's Rest. As I said, I don't see anything that rolling resource dice really adds to Survivor's Step that a flat or percentage damage reduction lacks. And I've got my own ideas for non-magical ranger healing, although I'm provisionally okay with Survivor's Rest as a concept. But that's just two abilities that don't really need a dice pool that you are tying to a dice pool mechanic that is otherwise combat oriented.

Survivalist Dice are an inherently more flexible mechanic that can be applied in a wider variety of ways than a Quarry mechanic would. The Ranger needs a wide variety of subclasses to cover every identity people want from it while remaining both focused and balanced, so the more flexible a mechanic is, the better. To put it this way - it would be very easy and simple to make a Marking mechanic using survivalist dice, but it would require a lot more work and complication to make a purely utility option from a Marking mechanic.

Sure, the uses of survivalist dice are mostly combat-related right now, but that's due to the unfinished nature of the work. One could easily make more utility options with them, or more healing, or different combat mechanics than we currently have. Additionally, I've run the base math, and it's actually very well balanced - 2d6 is an extra 7 damage, on average, which is the same as what a Have-Your-Cake Beast Master beast does at that level, and is less than what a Hunter Official-Ranger with Colossus Slayer and Hunter's Mark up would get. Have-Your-Cake Hunter Rangers also do not benefit from the extra utility, healing, and combat power of magic.

At the core of it, it comes down to needing a mechanic that can be applied (whether in the current or future builds, or in other subclases made post-final-release) in a wide variety of utility and combat situations to represent a single set of skills being applied in different ways. A Hunter's Mark inherently limits unifying mechanics like this to combat, even if it's not solely for damage-increase effects, and furthermore limits what kind of combat the character does. Should rangers have the option to gain their combat power from focusing on a single creature? Yeah! Is it an absolutely core, irremovable part of the identity of every ranger? No more so than magic, and look at the disagreements over that.

In the end, I don't feel comfortable saying "If your character does not gain its combat power from focusing on one creature, they aren't a ranger", which is what putting such a mechanic in the core class functionally does. It's an idea that may easily be worth its own subclass, but is not as vital to the identity of every ranger.
 

In the end, I don't feel comfortable saying "If your character does not gain its combat power from focusing on one creature, they aren't a ranger", which is what putting such a mechanic in the core class functionally does.

I am entirely comfortable with saying this, or at least something like it. I feel like you may as well be uncomfortable saying that a paladin gets its combat power from smiting, or a rogue from sneak attack. You speak of the identity crisis of the ranger; part of that crisis is that it is a combat class that doesn't feel different in combat from other classes, particularly the fighter. And in the end, I don't think your Survivalist dice do anything to make that distinction; indeed, by using what is basically a fighter's Combat Superiority pool to power combat abilities, I think you have made that distinction even weaker. And if that distinction isn't sharpened in some way, then the ranger really is better served by being a fighter archetype than it's own class.

I'm sorry I keep harping on this. I really am enjoying your take on the ranger (and our interesting, civil discussion, for which I meant to thank you earlier). I guess I just have strong opinions about what is needed to make the ranger work, and feel that you are really close to making the class come into its own.
 

I am entirely comfortable with saying this, or at least something like it... I guess I just have strong opinions about what is needed to make the ranger work.

Quite honestly, considering that one of the main issues with the ranger is that everyone has strong ideas - ideas that differ wildly - about what the ranger should be beyond "expert survivalist and explorer", that's a problem, and it's something you'll have to recognise moving forward with your ranger if you're going to be making it for a wider audience. People have drastically different ideas about the ranger, particularly with its combat power. People don't have the same issue with the paladin smite, or the rogue's sneak attack - that's why they're core class features. People did have this issue with the fighter in the D&D Next - should it be a simple, easy class, or have combat maneuvers and more complexity? So they used the subclasses to differentiate. It's the same issue with the ranger, but on a drastically bigger scale - both lore identity and combat power source are up for debate.

I don't expect the three subclasses I've included to be able to cover the many identities of the ranger - that's why it's being kept mechanically flexible in that regard. I appreciate the supporting words regarding the other mechanics, and I'm glad to hear that in that regard, I'm on the right track.
 
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On the contrary, I think a design goal of trying to please everyone is scarcely even possible, let alone desirable. As the great Canadian philosopher said, "If you choose not to decide, you still have made a choice." The sort of universalism you're shooting for is not ever going to encompass all options because it is itself an option that looks and plays differently from other, more focused design approaches.

Here might be the heart of our disagreement: you believe that the "crisis of identity" of the ranger is because everyone has a different idea of what that identity is, so your solution is to synthesize all those identities under one general mechanic. But I think the crisis of the ranger is not that it has too many identities, but that it has none at all, at least not one that is unique to itself. Okay, the pet thing is unique (though problematic for other reasons), but the rest is borrowed pieces from the fighter, druid, and rogue. That's not a unique raison d'etre; it's a patchwork counterfeit. And if the ranger just continues to mirror these other classes, it will never have an identity of its own.
 

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