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General Tabletop Discussion
*Dungeons & Dragons
Playtest 6: Bard
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<blockquote data-quote="Marandahir" data-source="post: 9058647" data-attributes="member: 6803643"><p>Sorry, you're right about the half speed; for some reason I had it in my mind that swimming and climbing required constant skill checks if you didn't have an associated speed. That's not in the Ranger block though, it's in the glossary. And the Ranger gets 40ft walking, climbing, and swimming at 6th while the Valour Bard is still swimming and climbing at 15ft and walking at 30ft.</p><p></p><p>The full caster may be spending their precious spell slots on trying to replicate these. But also remember that the Valour Bard can only replace a prepared spell 1 per level up, while the Ranger can replace 1 every long rest, so while yeah, the Bard has more spells and spell slots and higher level ones to boot, and access to way more variety of spells by 10th level, the Bard's still stuck with their choices for the most part, which locks them in in certain ways that means they just aren't going to be prepared to cover all these situations unless they're spending all their spells prepared on trying to replicate the features of the Ranger by burning spell slots -- features the Ranger doesn't have to use spell slots on, and often doesn't even need a rest at all to recharge because they're at-will features.</p><p></p><p>The advantage to tracking with Survival and knowledge (Nature) about the terrain you're in are 90% of what you need to survive there. And with Hunter's Mark, advantage to track a specific foe no matter where they are. Also, stop dumping Int. Everyone can use a bit of it. I wouldn't mind it be to all Survival and Nature checks in the terrain, though. I don't think that would hurt too much. I think the idea was to make it so that there was still a chance of failure for the Ranger while doing their fun exploration side of the game.</p></blockquote><p></p>
[QUOTE="Marandahir, post: 9058647, member: 6803643"] Sorry, you're right about the half speed; for some reason I had it in my mind that swimming and climbing required constant skill checks if you didn't have an associated speed. That's not in the Ranger block though, it's in the glossary. And the Ranger gets 40ft walking, climbing, and swimming at 6th while the Valour Bard is still swimming and climbing at 15ft and walking at 30ft. The full caster may be spending their precious spell slots on trying to replicate these. But also remember that the Valour Bard can only replace a prepared spell 1 per level up, while the Ranger can replace 1 every long rest, so while yeah, the Bard has more spells and spell slots and higher level ones to boot, and access to way more variety of spells by 10th level, the Bard's still stuck with their choices for the most part, which locks them in in certain ways that means they just aren't going to be prepared to cover all these situations unless they're spending all their spells prepared on trying to replicate the features of the Ranger by burning spell slots -- features the Ranger doesn't have to use spell slots on, and often doesn't even need a rest at all to recharge because they're at-will features. The advantage to tracking with Survival and knowledge (Nature) about the terrain you're in are 90% of what you need to survive there. And with Hunter's Mark, advantage to track a specific foe no matter where they are. Also, stop dumping Int. Everyone can use a bit of it. I wouldn't mind it be to all Survival and Nature checks in the terrain, though. I don't think that would hurt too much. I think the idea was to make it so that there was still a chance of failure for the Ranger while doing their fun exploration side of the game. [/QUOTE]
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