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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Playtest: Ranger v2
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<blockquote data-quote="tetrasodium" data-source="post: 8140608" data-attributes="member: 93670"><p>This is really interesting. It looks like a lot of what I said in the v1 thread still applies & I'm surprised at the interesting changes(in a good/unexpected way).</p><ul> <li data-xf-list-type="ul">hunters target & swift feet are limited to 1/rest & no longer concentration but are still good. Unlocking the old version with a feat or magic item in print might not be a bad thing though.</li> <li data-xf-list-type="ul"> Trained accuracy is tied to wis instead of prof bonus. I think that the old version is probably better for the class since they aren't likely to be maxing wis like cleric/druid, so was a bit disappointed but feel like later stuff made up to at last some degree</li> <li data-xf-list-type="ul">Game hunting at 6 is <em>dramatically</em> improved, instead of the second terrain you get an ability that makes you able to fight in viscerally different way with a 1 handed weapon & a <em>net</em> but the net doesn't provoke aoo's or have disadvantage for using in melee. The default net imposes restrained making a 6th level ranger something the whole party notices. I really like the reciprocity that goes with this too,<br /> [ATTACH=full]129604[/ATTACH]</li> <li data-xf-list-type="ul">Flash of steel at 9 is amazing as it gives you either volley or whirlwind <em>and</em> more importantly that choice does not cost exertion allowing it to be your default action for a really impressive step up that the party is once again going to notice<br /> [ATTACH=full]129605[/ATTACH]</li> <li data-xf-list-type="ul">Trackless hunting at 10 allowing rogue knacks in addition to the fighter/druid ones opened earlier is pretty interesting</li> <li data-xf-list-type="ul">ear to the ground was cleaned up a bit but aside from clarifying out an almost certainly unintended reading by raw it seems the same <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></li> <li data-xf-list-type="ul">Grub hunter is massively improved for campaigns where it might matter with a great addition of note on terrain & gm discretion. Characters can eat up to 5 as an action per rest making it a little better as a preceptive potion.</li> <li data-xf-list-type="ul">I love the new combat stances. <ul> <li data-xf-list-type="ul">Soldier combat stance becomes cavalier combat stance & goes from giving your mount a piddly +1ac to giving it half your prof bonus in ac.</li> <li data-xf-list-type="ul">Lancer strike is a neat way of gaining advantage from a mounted charge.'</li> <li data-xf-list-type="ul">Riding reflexes giving your mount advantage on an unspecified (all) ability checks & saves making for an interesting tool for any build that depends o their mount not being killed by a spell or dumping you because of grease</li> <li data-xf-list-type="ul">Saddled blows letting you impose one of a few conditions with a failed save when you attack while mounted is interesting AF with the options available.</li> <li data-xf-list-type="ul"><br /> </li> <li data-xf-list-type="ul"></li> </ul></li> </ul></blockquote><p></p>
[QUOTE="tetrasodium, post: 8140608, member: 93670"] This is really interesting. It looks like a lot of what I said in the v1 thread still applies & I'm surprised at the interesting changes(in a good/unexpected way). [LIST] [*]hunters target & swift feet are limited to 1/rest & no longer concentration but are still good. Unlocking the old version with a feat or magic item in print might not be a bad thing though. [*] Trained accuracy is tied to wis instead of prof bonus. I think that the old version is probably better for the class since they aren't likely to be maxing wis like cleric/druid, so was a bit disappointed but feel like later stuff made up to at last some degree [*]Game hunting at 6 is [I]dramatically[/I] improved, instead of the second terrain you get an ability that makes you able to fight in viscerally different way with a 1 handed weapon & a [I]net[/I] but the net doesn't provoke aoo's or have disadvantage for using in melee. The default net imposes restrained making a 6th level ranger something the whole party notices. I really like the reciprocity that goes with this too, [ATTACH type="full"]129604[/ATTACH] [*]Flash of steel at 9 is amazing as it gives you either volley or whirlwind [I]and[/I] more importantly that choice does not cost exertion allowing it to be your default action for a really impressive step up that the party is once again going to notice [ATTACH type="full"]129605[/ATTACH] [*]Trackless hunting at 10 allowing rogue knacks in addition to the fighter/druid ones opened earlier is pretty interesting [*]ear to the ground was cleaned up a bit but aside from clarifying out an almost certainly unintended reading by raw it seems the same :D [*]Grub hunter is massively improved for campaigns where it might matter with a great addition of note on terrain & gm discretion. Characters can eat up to 5 as an action per rest making it a little better as a preceptive potion. [*]I love the new combat stances. [LIST] [*]Soldier combat stance becomes cavalier combat stance & goes from giving your mount a piddly +1ac to giving it half your prof bonus in ac. [*]Lancer strike is a neat way of gaining advantage from a mounted charge.' [*]Riding reflexes giving your mount advantage on an unspecified (all) ability checks & saves making for an interesting tool for any build that depends o their mount not being killed by a spell or dumping you because of grease [*]Saddled blows letting you impose one of a few conditions with a failed save when you attack while mounted is interesting AF with the options available. [*] [*] [/LIST] [/LIST] [/QUOTE]
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