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Ranger 2024 is a bigger joke than Ranger 2014:
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<blockquote data-quote="Chaosmancer" data-source="post: 9406879" data-attributes="member: 6801228"><p>Yes and no. </p><p></p><p>I agree with you that it is good that Rogues are not uniquely the only ones who can deal with traps. But rogues are the stealthy martial. And sure, a dex fighter in leather with stealth is also a stealthy martial... but the rogue is BETTER at it. I mean, I know we all think of Sneak attack and skills as the Rogue's primary identity... but I'd actually argue 5e made the rogue something better and more uniquely roguish with Cunning Action, which gets far less press. </p><p></p><p>Rogues are flexible in what they are the best at, but it is clear that they have a direction for their niche. The best at hiding, sneaking, slipping in or slipping away, very high skills, very high spike damage when they get the drop on someone. This all lends itself to the rogue's design direction. </p><p></p><p>For the Ranger, I would say you are currently correct, and that that is also the problem. Rangers were defined as the people to deal with natural hazards... but then natural hazards were designed in such a way that anyone can deal with them. I mean, you have a 9th level fighter go into the woods with a dagger and proficiency in survival, and they are going to make it out the other side. The single danger they might face is water, but that's it and easily accounted for. There is just nothing in find food, find water, don't get lost that stretches beyond the first five levels of play. </p><p></p><p>So, we either need to redefine the ranger as not being about survival in the wilderness, or we need to give something GREATER than finding food and water while not getting lost in the woods. And some of this may be found in world design, maybe the border regions between nature and civilization are safe enough for anyone, but the deep parts become far more deadly. Not in terms of "and here be literal dragons" but maybe the deepest parts of the jungles are so filled with spores and pollen that it is actively toxic to everyone, and will cause levels of exhaustion to anyone who spends at least four hours there, but also taking a long rest causes issues with the sheer number of insects in the deep mulch of the jungle floor. But, the 10th level ranger can get rid of a level of exhaustion with a short rest and climb trees with ease, and so they have the innate skills and abilities to deal with this environment. </p><p></p><p>And I know I'm starting to get into specifics, but the idea is what if we look to Ranger abilities to guide what exists, and increase the danger of things that exist, to guide what ranger abilities should be. If we start saying that environmental challenges should focus on causing exhaustion amongst the party, then the ranger being immune to exhaustion and able to more easily remove or prevent exhaustion suddenly becomes a viable angle of attack (noting that I prefer the One DnD exhaustion penalties)</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9406879, member: 6801228"] Yes and no. I agree with you that it is good that Rogues are not uniquely the only ones who can deal with traps. But rogues are the stealthy martial. And sure, a dex fighter in leather with stealth is also a stealthy martial... but the rogue is BETTER at it. I mean, I know we all think of Sneak attack and skills as the Rogue's primary identity... but I'd actually argue 5e made the rogue something better and more uniquely roguish with Cunning Action, which gets far less press. Rogues are flexible in what they are the best at, but it is clear that they have a direction for their niche. The best at hiding, sneaking, slipping in or slipping away, very high skills, very high spike damage when they get the drop on someone. This all lends itself to the rogue's design direction. For the Ranger, I would say you are currently correct, and that that is also the problem. Rangers were defined as the people to deal with natural hazards... but then natural hazards were designed in such a way that anyone can deal with them. I mean, you have a 9th level fighter go into the woods with a dagger and proficiency in survival, and they are going to make it out the other side. The single danger they might face is water, but that's it and easily accounted for. There is just nothing in find food, find water, don't get lost that stretches beyond the first five levels of play. So, we either need to redefine the ranger as not being about survival in the wilderness, or we need to give something GREATER than finding food and water while not getting lost in the woods. And some of this may be found in world design, maybe the border regions between nature and civilization are safe enough for anyone, but the deep parts become far more deadly. Not in terms of "and here be literal dragons" but maybe the deepest parts of the jungles are so filled with spores and pollen that it is actively toxic to everyone, and will cause levels of exhaustion to anyone who spends at least four hours there, but also taking a long rest causes issues with the sheer number of insects in the deep mulch of the jungle floor. But, the 10th level ranger can get rid of a level of exhaustion with a short rest and climb trees with ease, and so they have the innate skills and abilities to deal with this environment. And I know I'm starting to get into specifics, but the idea is what if we look to Ranger abilities to guide what exists, and increase the danger of things that exist, to guide what ranger abilities should be. If we start saying that environmental challenges should focus on causing exhaustion amongst the party, then the ranger being immune to exhaustion and able to more easily remove or prevent exhaustion suddenly becomes a viable angle of attack (noting that I prefer the One DnD exhaustion penalties) [/QUOTE]
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