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<blockquote data-quote="shadowoflameth" data-source="post: 8791645" data-attributes="member: 62336"><p>Agree that the Rogue took a Nerf but in this play test, it is clear that the Ranger is being overhauled in far reaching ways. My current recommendations are going to be something like this:</p><p>Rogue Don't restrict a fun and effective feature to only your own turn. This makes lying in wait and readying an action to sneak attack far less effective even though it seems like exactly what you'd want to be able to do with a sneak attack. On the Thief, don't over complicate Use Magic Device. Let it work on restrictions of Magic Items and add an attunement slot.</p><p>Ranger Do change Favored Enemy but don't take away the flavor and don't make it a spell. I would recommend making the Hunter's Mark effect just something that the ranger can do, and say that all of the Ranger's Favored enemy in the combat are treated as always effected by this ability. It works like what we're play testing, it keeps the tradition of an enemy that's special to the Ranger and it can't be counter spelled. It also doesn't step on the vengeance paladin's toes, doesn't need concentration or a change in casting rules.</p><p>Roving is very potent, maybe just give the ranger +10' when walking climbing and swimming. Nature's Veil doesn't need to be a spell either. Just say that when a Ranger successfully hides, he becomes invisible in a natural setting. Simple, can't be dispelled, doesn't need a slot and thematic, and it's in line with the potency of a 13th level ability. On the Hunter, just make Multi-Attack an extra attack against a favored enemy or a target of that ability. Conjure Barrage is bad, and 'down casting' bad is worse. Superior Hunter's Defense, just give the Ranger Uncanny Dodge. The Rogue gets it much earlier than 14th</p><p>The Bard I like using a reaction to give inspiration, but giving the Bard Magical Secrets that can be changed each long Rest is too much. Potentially, it has a Bard being able to cast every spell in the game and steps on the Wizard's toes. (Though we haven't play tested a Wizard yet). I would recommend making Magical Secrets give two spells from any group and in any one school, or just choosing two spells and then having them always prepared. This way, they can't be replaced on a long rest, don't count against your limit prepared and don't give you an ability that effectively turns you into a Wizard or Sorcerer. I also would recommend the Lore Bard get back his instance of this ability at 6th. It's potent, thematic, Backward Compatible and much more versatile than Cunning Inspiration. </p><p></p><p>I like the change in levels and the Epic Boon change. Some classes capstones in 5e are tremendously potent and others are near useless. This evens the field, gives choice and gives everyone who plays the long road to 20th level a truly epic ability that fits their character.</p></blockquote><p></p>
[QUOTE="shadowoflameth, post: 8791645, member: 62336"] Agree that the Rogue took a Nerf but in this play test, it is clear that the Ranger is being overhauled in far reaching ways. My current recommendations are going to be something like this: Rogue Don't restrict a fun and effective feature to only your own turn. This makes lying in wait and readying an action to sneak attack far less effective even though it seems like exactly what you'd want to be able to do with a sneak attack. On the Thief, don't over complicate Use Magic Device. Let it work on restrictions of Magic Items and add an attunement slot. Ranger Do change Favored Enemy but don't take away the flavor and don't make it a spell. I would recommend making the Hunter's Mark effect just something that the ranger can do, and say that all of the Ranger's Favored enemy in the combat are treated as always effected by this ability. It works like what we're play testing, it keeps the tradition of an enemy that's special to the Ranger and it can't be counter spelled. It also doesn't step on the vengeance paladin's toes, doesn't need concentration or a change in casting rules. Roving is very potent, maybe just give the ranger +10' when walking climbing and swimming. Nature's Veil doesn't need to be a spell either. Just say that when a Ranger successfully hides, he becomes invisible in a natural setting. Simple, can't be dispelled, doesn't need a slot and thematic, and it's in line with the potency of a 13th level ability. On the Hunter, just make Multi-Attack an extra attack against a favored enemy or a target of that ability. Conjure Barrage is bad, and 'down casting' bad is worse. Superior Hunter's Defense, just give the Ranger Uncanny Dodge. The Rogue gets it much earlier than 14th The Bard I like using a reaction to give inspiration, but giving the Bard Magical Secrets that can be changed each long Rest is too much. Potentially, it has a Bard being able to cast every spell in the game and steps on the Wizard's toes. (Though we haven't play tested a Wizard yet). I would recommend making Magical Secrets give two spells from any group and in any one school, or just choosing two spells and then having them always prepared. This way, they can't be replaced on a long rest, don't count against your limit prepared and don't give you an ability that effectively turns you into a Wizard or Sorcerer. I also would recommend the Lore Bard get back his instance of this ability at 6th. It's potent, thematic, Backward Compatible and much more versatile than Cunning Inspiration. I like the change in levels and the Epic Boon change. Some classes capstones in 5e are tremendously potent and others are near useless. This evens the field, gives choice and gives everyone who plays the long road to 20th level a truly epic ability that fits their character. [/QUOTE]
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