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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.
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<blockquote data-quote="Acr0ssTh3P0nd" data-source="post: 6868707" data-attributes="member: 6762652"><p>I dunno, that just seems... boring, I guess. I'll break down what I mean.</p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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!</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Acr0ssTh3P0nd, post: 6868707, member: 6762652"] 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. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
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.
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