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General Tabletop Discussion
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[Poll] Are any of the base classes too weak?
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<blockquote data-quote="Minigiant" data-source="post: 7910240" data-attributes="member: 63508"><p>The DMG gives basic examples of wilderness hazards like ice and water. But in the worlds of D&D, you might see some sorts of supernatural hazards. Floating bodies of water. Wild animals acting strangely due to magical auras, diseases, or spells. The signs of monster lairs and where to go to avoid them. Knowledege of the local fey courts or elemental councils. Supernatural weather localized to same areas. Large packs of animals.</p><p></p><p>Rangers have 3 choices of Insight, Investigation, Insight, Nature, Medicine, Survival, terrain and enemy bonuses to them, and access to a few nature and arcane spells. Plenltyto help solve puzzles and curiosities a DM can throw out in the wilderness.</p><p></p><p>Imagine if a group of the native hooved animal was charging the parties way. Well someone recognize it to avoid being run over. And when it still comes their way, someone might realize that this isn't normal behavior for deergnuyaks. And if they still don't escape the mild stampede, someone might need to track down the fighter's sword that mysteriously disappeared. Possibly contacting a bird for a lead. Then someone has to convince the fey lord to give the sword back.</p><p></p><p>Or there could be sudden upside down blizzard that blows away and freezes supplies. Or a rope bridge is half tied and needs someone to get to the other side to fix it. Or some animals are interrupting your longrest or ruining your campsite. Or clearing leads to a field of flowers. Or one of many indifferent beast, plant, monster, and tribal encounters.</p><p></p><p>If you teleport fromtown to the dungeon then of course the ranger looks terrible. The real issue with the ranger is its spell known and few ranger nondruid or unique spells it gets.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 7910240, member: 63508"] The DMG gives basic examples of wilderness hazards like ice and water. But in the worlds of D&D, you might see some sorts of supernatural hazards. Floating bodies of water. Wild animals acting strangely due to magical auras, diseases, or spells. The signs of monster lairs and where to go to avoid them. Knowledege of the local fey courts or elemental councils. Supernatural weather localized to same areas. Large packs of animals. Rangers have 3 choices of Insight, Investigation, Insight, Nature, Medicine, Survival, terrain and enemy bonuses to them, and access to a few nature and arcane spells. Plenltyto help solve puzzles and curiosities a DM can throw out in the wilderness. Imagine if a group of the native hooved animal was charging the parties way. Well someone recognize it to avoid being run over. And when it still comes their way, someone might realize that this isn't normal behavior for deergnuyaks. And if they still don't escape the mild stampede, someone might need to track down the fighter's sword that mysteriously disappeared. Possibly contacting a bird for a lead. Then someone has to convince the fey lord to give the sword back. Or there could be sudden upside down blizzard that blows away and freezes supplies. Or a rope bridge is half tied and needs someone to get to the other side to fix it. Or some animals are interrupting your longrest or ruining your campsite. Or clearing leads to a field of flowers. Or one of many indifferent beast, plant, monster, and tribal encounters. If you teleport fromtown to the dungeon then of course the ranger looks terrible. The real issue with the ranger is its spell known and few ranger nondruid or unique spells it gets. [/QUOTE]
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[Poll] Are any of the base classes too weak?
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