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<blockquote data-quote="Hawk Diesel" data-source="post: 7139256" data-attributes="member: 59848"><p>I don't see it as "everything is the same, just colors changing." But magic and spell variety as a limiting factor in the mechanics of a sorcerer or wizard is a separate problem than the mechanical problems of the ranger. One can use existing spells to create new spells with slight adjustments or variations quite easily in order to create greater variety, the easiest of which is to change energy type. No, these are technically "cannon" or "RAW" spells, but it works, and can help a sorcerer or wizard achieve a particular theme while maintaining their mechanical benefits of their chosen class/archetype.</p><p></p><p>As for the monsters you miss from earlier editions, there's nothing saying you couldn't bring those back. I am not arguing that every class needs to be optimal in every situation. However, there is absolutely no major class ability that limits the use of an ability in the ways that favored enemy does. The only one that, as written, is more reliant on DM fiat is the Wild Sorcerers Tides of Chaos ability. Regardless of what you're fighting or what the situation, 90+% of all class abilities can be at least attempted. Only favored enemy limits the situations in which they can be used. Now mind you, this is not necessarily a bad thing. But it needs to be at best a minor ability that the ranger can do without, and should not be used as the focus for a capstone.</p><p></p><p>Finally, as to your point regarding how a player chooses their abilities or spells, it is perfectly acceptable to play a character that adapts to the encounters of the game. But what if you start the game at a a level higher than first and invest in abilities to fit your concept? What if you have a vision for how your character/hero develops their powers? What if their powers are not based on their adventuring experience, but rather hidden powers that are already defined but require certain stresses to unlock? There are many ways to play, and none of them are wrong. It is different if you have a fire sorcerer in mind that you want to play, but end up fighting a lot of monsters with fire resistance. There are abilities and feats that can allow you to continue to feel useful (Elemental Adept for starters, which can be used as a basis for another feat that allows one to damage creatures with an element despite normally being immune). These are easier matters to adjust, since a fire sorcerer can still cast spells against any creature or in any encounter so long as they have a spell slot. Additionally, as you mentioned, they can choose to use other spells if they know them. A ranger with favored enemy is in a different category. If this is supposed to be their defining ability around which a capstone is created, the ability must be useful even when not facing their favored enemy. Otherwise, theoretically they could go their entire adventuring career without ever fighting their favored enemy. Such an ability is completely reliant on the DM to play ball and throw the ranger so goblins or orcs or undead. </p><p></p><p>Of course, this is my perspective and how I view the design of 5e, and how I adapt the game to meet the needs of myself and my group.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7139256, member: 59848"] I don't see it as "everything is the same, just colors changing." But magic and spell variety as a limiting factor in the mechanics of a sorcerer or wizard is a separate problem than the mechanical problems of the ranger. One can use existing spells to create new spells with slight adjustments or variations quite easily in order to create greater variety, the easiest of which is to change energy type. No, these are technically "cannon" or "RAW" spells, but it works, and can help a sorcerer or wizard achieve a particular theme while maintaining their mechanical benefits of their chosen class/archetype. As for the monsters you miss from earlier editions, there's nothing saying you couldn't bring those back. I am not arguing that every class needs to be optimal in every situation. However, there is absolutely no major class ability that limits the use of an ability in the ways that favored enemy does. The only one that, as written, is more reliant on DM fiat is the Wild Sorcerers Tides of Chaos ability. Regardless of what you're fighting or what the situation, 90+% of all class abilities can be at least attempted. Only favored enemy limits the situations in which they can be used. Now mind you, this is not necessarily a bad thing. But it needs to be at best a minor ability that the ranger can do without, and should not be used as the focus for a capstone. Finally, as to your point regarding how a player chooses their abilities or spells, it is perfectly acceptable to play a character that adapts to the encounters of the game. But what if you start the game at a a level higher than first and invest in abilities to fit your concept? What if you have a vision for how your character/hero develops their powers? What if their powers are not based on their adventuring experience, but rather hidden powers that are already defined but require certain stresses to unlock? There are many ways to play, and none of them are wrong. It is different if you have a fire sorcerer in mind that you want to play, but end up fighting a lot of monsters with fire resistance. There are abilities and feats that can allow you to continue to feel useful (Elemental Adept for starters, which can be used as a basis for another feat that allows one to damage creatures with an element despite normally being immune). These are easier matters to adjust, since a fire sorcerer can still cast spells against any creature or in any encounter so long as they have a spell slot. Additionally, as you mentioned, they can choose to use other spells if they know them. A ranger with favored enemy is in a different category. If this is supposed to be their defining ability around which a capstone is created, the ability must be useful even when not facing their favored enemy. Otherwise, theoretically they could go their entire adventuring career without ever fighting their favored enemy. Such an ability is completely reliant on the DM to play ball and throw the ranger so goblins or orcs or undead. Of course, this is my perspective and how I view the design of 5e, and how I adapt the game to meet the needs of myself and my group. [/QUOTE]
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