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Let's Tweak the 5E Ranger!
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<blockquote data-quote="Minigiant" data-source="post: 6688327" data-attributes="member: 63508"><p>IAgain i feel that there was no one in the design team pushing no fix the ranger. They did the playtest version and didn't get enough outcry to bother fixing it as the play test ranger was already better than all previous rangers. The ranger <strong>[has/B] an identity but only a true ranger fan can describe it.</strong></p><p><strong></strong></p><p><strong>If I were in charge of the Ranger, at levels 1 and 2 a ranger would choose the 2 ranger archetypes they would take up.</strong></p><p><strong></strong></p><p><strong>The Hunter</strong></p><p><strong>*Combat: Gets offensive and Defensive features to combat the tactics of enemies.</strong></p><p><strong>*Exploration: Gets mobility features to catch up to and pursue enemies.</strong></p><p><strong></strong></p><p><strong>The Beast Master</strong></p><p><strong>*Combat: Gets a combat worthy beast companion.</strong></p><p><strong>*Exploration: Allows the beast companion to share exploration features of the other archetype and the ranger to utilize the beast's senses and movement.</strong></p><p><strong></strong></p><p><strong>The Herbalist</strong></p><p><strong>*Combat: Allows the ranger to mix potions for healing and toxins for weapons.</strong></p><p><strong>*Exploration: Allows the ranger to ignore plant based impedance to tracking and movement, gather food and water, and craft items with wood.</strong></p><p><strong></strong></p><p><strong>The Warden</strong></p><p><strong>*Combat: Gives the ranger druidic and fey magic to boost combat like lightning arrow, cure wounds, and ensnaring strike.</strong></p><p><strong>*Exploration: Gives the ranger druidic and magic to speak with beasts and plants, breathe underwater, and control winds.</strong></p><p><strong></strong></p><p><strong>The Dungeoneer</strong></p><p><strong>* Combat: Gives the ranger wizard magic to boost combat like burning hands, spell glyphs, and color spray</strong></p><p><strong>*Exploration: Gives the ranger wizard magic to create light, detect undead, and scry enemies.</strong></p><p><strong></strong></p><p><strong>The Trapper</strong></p><p><strong>*Combat: Gives the ranger defensive and ambushing features to lure foes in traps and small spaces.</strong></p><p><strong>*Exploration: Gives the ranger the ability to disarm, avoid, place, and improve traps quickly.</strong></p><p><strong></strong></p><p><strong>So the 1e ranger is the Trapper/Herbalist. The 3e ranger the Hunter/Warden. The 4e one is Hunter/Beastmaster or Hunter/Trapper.</strong></p></blockquote><p></p>
[QUOTE="Minigiant, post: 6688327, member: 63508"] IAgain i feel that there was no one in the design team pushing no fix the ranger. They did the playtest version and didn't get enough outcry to bother fixing it as the play test ranger was already better than all previous rangers. The ranger [B][has/B] an identity but only a true ranger fan can describe it. If I were in charge of the Ranger, at levels 1 and 2 a ranger would choose the 2 ranger archetypes they would take up. The Hunter *Combat: Gets offensive and Defensive features to combat the tactics of enemies. *Exploration: Gets mobility features to catch up to and pursue enemies. The Beast Master *Combat: Gets a combat worthy beast companion. *Exploration: Allows the beast companion to share exploration features of the other archetype and the ranger to utilize the beast's senses and movement. The Herbalist *Combat: Allows the ranger to mix potions for healing and toxins for weapons. *Exploration: Allows the ranger to ignore plant based impedance to tracking and movement, gather food and water, and craft items with wood. The Warden *Combat: Gives the ranger druidic and fey magic to boost combat like lightning arrow, cure wounds, and ensnaring strike. *Exploration: Gives the ranger druidic and magic to speak with beasts and plants, breathe underwater, and control winds. The Dungeoneer * Combat: Gives the ranger wizard magic to boost combat like burning hands, spell glyphs, and color spray *Exploration: Gives the ranger wizard magic to create light, detect undead, and scry enemies. The Trapper *Combat: Gives the ranger defensive and ambushing features to lure foes in traps and small spaces. *Exploration: Gives the ranger the ability to disarm, avoid, place, and improve traps quickly. So the 1e ranger is the Trapper/Herbalist. The 3e ranger the Hunter/Warden. The 4e one is Hunter/Beastmaster or Hunter/Trapper.[/B] [/QUOTE]
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