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Last D&D Survey Results In! Plus What's Up With The Ranger?
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<blockquote data-quote="Minigiant" data-source="post: 7683121" data-attributes="member: 63508"><p>"The key aspect of the ranger is it's role as a survivalist. In D&D, this applies to self sufficiency, ambushing (making and avoiding them), natural lore, and tracking. The ranger is originally trained to work alone or with other rangers. Whether as a border guard, a paid escort, a hermetic wanderer, or a military scout, the ranger's goal is to go out in the wilderness and not die out there.</p><p></p><p>In an adventuring party, the ranger add its survival specialty to the group. As the group levels, the high magic and fantastic nature of D&D can block the niche of the ranger. Therefore the ranger must grow with the growing power, either with spells or class features which disable or circumvent the limitation of the mundane world. The untraceable can be followed. The invisible can be spotted. The perilous can be survived.</p><p></p><p>The ranger's relationship with nature is important. Whether they love or hate the wilderness, every ranger respects its power. This is why many rangers form bonds with some of it to survive the rest of it. Some rangers get animal companions. Others make connections with local fey and spirits. And some learn from the druids, tribes, and beasts native to the area. All to get an edge on the living through the dangerous of being in the wild disconnected from the civilized world.</p><p></p><p>Being on the edge of civilization watching the wilderness act around them has other benefits. Rangers often learn the traits and habits of the beings around them. A ranger will be able to track their favored enemy better and know more about them. Rangers will knew their language, know what scares them, what angers them, their smells, their tactics, and all their mannerisms. This knowledge makes them the things of their favored enemy's nightmare: a hard to kill warrior who knows all about them and which escape is not an option. Some rangers even apply this knowledge to combat. Others can use this skill for conversation, detecting itchy ears or a lying elf or the anger in a giant's eye. But it all goes back to survival. The best way to survive an enemy's tactics is to know them."</p><p></p><p>My rambly comment. </p><p></p><p>To me, the ranger should be the class that if only the DM, the ranger player, and any other player show up the DM could send them out on to adventure with no issue and little work. The ranger's got healing, stealth, control, tanking, and damage. The ranger is the survivalist. A ranger can handle his share of the XP budget.</p><p></p><p></p><p>I think the ranger was harmed by it only having 2 subclasses and too few spells. 2 more subclasses, a few more spells, and a UA nonspell variant is all it needs.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 7683121, member: 63508"] "The key aspect of the ranger is it's role as a survivalist. In D&D, this applies to self sufficiency, ambushing (making and avoiding them), natural lore, and tracking. The ranger is originally trained to work alone or with other rangers. Whether as a border guard, a paid escort, a hermetic wanderer, or a military scout, the ranger's goal is to go out in the wilderness and not die out there. In an adventuring party, the ranger add its survival specialty to the group. As the group levels, the high magic and fantastic nature of D&D can block the niche of the ranger. Therefore the ranger must grow with the growing power, either with spells or class features which disable or circumvent the limitation of the mundane world. The untraceable can be followed. The invisible can be spotted. The perilous can be survived. The ranger's relationship with nature is important. Whether they love or hate the wilderness, every ranger respects its power. This is why many rangers form bonds with some of it to survive the rest of it. Some rangers get animal companions. Others make connections with local fey and spirits. And some learn from the druids, tribes, and beasts native to the area. All to get an edge on the living through the dangerous of being in the wild disconnected from the civilized world. Being on the edge of civilization watching the wilderness act around them has other benefits. Rangers often learn the traits and habits of the beings around them. A ranger will be able to track their favored enemy better and know more about them. Rangers will knew their language, know what scares them, what angers them, their smells, their tactics, and all their mannerisms. This knowledge makes them the things of their favored enemy's nightmare: a hard to kill warrior who knows all about them and which escape is not an option. Some rangers even apply this knowledge to combat. Others can use this skill for conversation, detecting itchy ears or a lying elf or the anger in a giant's eye. But it all goes back to survival. The best way to survive an enemy's tactics is to know them." My rambly comment. To me, the ranger should be the class that if only the DM, the ranger player, and any other player show up the DM could send them out on to adventure with no issue and little work. The ranger's got healing, stealth, control, tanking, and damage. The ranger is the survivalist. A ranger can handle his share of the XP budget. I think the ranger was harmed by it only having 2 subclasses and too few spells. 2 more subclasses, a few more spells, and a UA nonspell variant is all it needs. [/QUOTE]
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