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Ranger Rehash

steeldragons

Steeliest of the dragons
Epic
I will also note that the list of terrains for Wilderness Expertise are a "suggested" sidebar. If you are going to allow MCing and are concerned about your [PGing] players taking a "level dip" in ranger so they can Wilderness Expertise: Urban, where the majority of your campaigns take place, then...simply...take Urban/City off the available list.
 

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MoutonRustique

Explorer
You do have a way of being quite abrasive in your responses - fwiw.

I understand that I'm making assumptions - it is, quite literally impossible not to make at least a few at any given time. The question then becomes : are your assumptions improbable to the point of uselessness. In this instance, I'm convinced they aren't. You obviously feel differently.

So please, something along the lines of : "I won't be using multi-classing in my games and, as such, will not take it into consideration when building my classes." would have conveyed all the pertinent information w/o the aggravation.

All this being said, this appears to be an interesting variant to play.
 


Quickleaf

Legend
[MENTION=92511]steeldragons[/MENTION] I just am looking over your latest ranger re-design from here - http://www.enworld.org/forum/showth...w-Ranger-Variant/page39&p=6700519#post6700519 - and I really like what I'm seeing! You've resolved a lot of the issued we've been talking about, and the work you put into iterating it really shows with how it all comes together.

I'm going to give more solid critical feedback once I have time to read it more thoroughly, but big picture looks totally on the right track to me. :) Two thumbs up!
 

steeldragons

Steeliest of the dragons
Epic
Aw shucks:eek:

Many thanks. High praise indeed. Very glad you like it.

I suppose it does only make sense to make it easily accessible here, as well.
 

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EditorBFG

Explorer
Many thanks. High praise indeed. Very glad you like it.

I suppose it does only make sense to make it easily accessible here, as well.
Really like it as well. Very versatile, allows a lot of different ranger types.

(One hopefully helpful note: You use the term Wilderknacks and Wildercrafts interchangeably. Might need to find/replace one or the other.)
 

steeldragons

Steeliest of the dragons
Epic
(One hopefully helpful note: You use the term Wilderknacks and Wildercrafts interchangeably. Might need to find/replace one or the other.)

hahaha. Oops. Yes, I'll give that a sweep. Thanks for the [very good] catch.

Very glad you like it...I hope it plays as well as it reads. haha. If you or anyone want to give it a lap or two and let us know how it goes, we'd really appreciate it. Thanks very much, again.
 

Quickleaf

Legend
Aw shucks:eek:

Many thanks. High praise indeed. Very glad you like it.

I suppose it does only make sense to make it easily accessible here, as well.

You're welcome! I'm forwarding some thoughts from friends I shared your 2nd version of the Ranger with....

From Jason:

jason_tirius [7:39 AM]
My 2p: I think the redesign of the ranger from WoTC's perspective is based around the idea that many of the things that used to define the ranger are available to everyone. It's not a matter of being underpowered, but a matter of the flavor of the class is diluted.

The design above is pretty neat and addresses some of that, but it also seems to be focused on increasing the ranger's power. (Not necessarily a bad thing, just an observation).

Multiclass needs to be reviewed since a dip in ranger gets you some really good advantages and 2 levels in ranger gives you a CR 1 combatant that you can field. I would certainly take that over just about any other level 2 feature from MC in other classes. The issue being most multiclass options "fall off" with letting your MC levels down because they give you a feature + your class level -- where the ranger MC in this case adds your overall level by applying your proficiency bonus. A fix for this might be an accounting issue, but adding your proficiency bonus ​_gained from any ranger level_​ would probably clean it up. I'd add a chart for that for easy calculation. Doing it this way means -- like every multiclass -- it's very powerful if you take it at low levels and then tapers off as you don't put levels into that class. (Note I didn't look at anything but beast master).

Beyond that, the primary differences between that build and the current PHB build are:
1.) You gain access to an animal companion sooner and your animal companion works in concert with you sooner.
2.) You gain access to higher level creatures.

For item number 1. -- I think this was a design intention so as not to overshadow other characters. It signifies that your beast companion is still leaning to fight with you. Once you receive extra attack (at level 5) you can now fight beside your beast companion with each of you taking one attack. At 7th level your beast companion basically grants you an "always on" advantage for a bonus action, and at 11th level you're attacking once yourself and twice with your beast companion which is fairly equivalent to other classes. Versus the revised version where you're attacking 2 times at level 2 and 3 times at level 7. (Which is faster than even the fighter -- who gets their 3rd attack at 11 and is the only class who can attack 4 times).

Not that RAW (which is the powergamer's Bible) a 7th level ranger from the PHB spends a bonus action to have advantage (Help) on every skill they ever make. That's a good mechanic because there's action economy involved. From the revised version, you can only have your Animal Companion Help when you Help...and since multiple helps aren't actually that great, it's a suboptimal choice. You can also never have your animal companion help YOU, which seems counterintuitive.

My suggested fix for this would be to combine the two, reintroducing action economy in the form of bonus actions. But then, I always liked 4e's minor action because it presented a choice.

jason_tirius [7:48 AM]
Lastly, there are some "false options" or "traps" inherent in your choices. A ranger that chooses Help, Hide, and Disengage is at a wildly different power curve than a ranger that chooses Attack.

jason_tirius [7:53 AM]
I would recommend you always give Attack, and then they choose 2 other options (although I'm not sure the benefit of limiting them to the TYPE of action, or where the roleplay in that comes in). Now that I'm thinking about it, I would recommend you do away with the "attack and choose two" overall and call them "trained actions." Looking at them from the perspective of: These are the things you would want your companion to do with you -- the most optimal choices are always Attack, Disengage, Hide if you're a melee ranger or Attack, Dodge, Hide if you're a ranged ranger. Help in this context is always cool because you can help 2 other people be awesome, but it's not fun unless you're playing a support class. Dash is okay, but typically a beast is going to move fairly fast anyway and if you're riding him it's a wasted action to make him dash.

jason_tirius [7:54 AM]
Trained actions would probably be better as "Your beast attacks when you do" anything other than that is a bonus action or you can use your action to command him to do it.

jason_tirius [7:54 AM]
I'd have to give that more thought, but...

jason_tirius [7:55 AM]7:55
2.) A ranger that takes the first two of their wilderknacks as Animal Companion and Beast Champion will never feel more powerful than they do at level 2. I'm thinking Beast Champion needs a level requirement. The reason being -- you've now allowed a level 2 character access to a creature that is the equivalent of 5 level one PCs. The beast will outshadow the PC by far (consider just the ability of multiattack alone, not uncommon on CR 1s). Again, the only character that gets 4 attacks is the fighter at level 20 and this character will get 4 attacks at level 7 with the same action economy).

I'd take the approach more of allowing a beast to "level up" and having the ranger choose the actions that are most appropriate to the beast.

jason_tirius [7:55 AM]
I think it's a cool idea, I just think it needs to be fleshed out more.

From Carl:

carl_lightningpipe [10:40 AM]
I think the Steel Dragon guide to 5e rangers is generally good. But animal companion CRs should probably be adjusted. CR 1/4 is reasonable at PC levels below 5 or so. CR 1 should probably wait until closer to level 10 (say, level 7 or 8?) given how powerful CR 1 creatures are. Consider that a Brass Dragon Wyrmling is only CR 1 and would give access to a flying mount as well as both fire breath and sleep breath…

There are at least two ways this could be done.

One way could be to split “Animal Companion” and “Beast Champion” into multiple wilderknacks, such that such that “Beast Champion” requires 2 or 3 prerequisite wilderknacks instead of just one. For example, the “choose 3 action types” part of Animal Companion could be spun off into a new wilderknack (say “Companion Combat Training”), and then Animal Companion as originally written would take 2 wilderknacks. Then, Beast Champion would require ​*both*​ Animal Companion and Companion Combat Training, plus 1 more wilderknack of any kind as a prereq — this would mean that the earliest a character could have access to Beast Champion — and the flying Brass Dragon Wyrmling mount — would be level 6. Still quite powerful, but reasonable for a specialist. (edited)

carl_lightningpipe [10:44 AM]
Another way to deal with this would be to have animal companion CR levels simply be separate and hard-coded into the Ranger Feature Progression as a column that levels up, just like proficiency bonuses and wilderknacks. Say, maximum CR 1/4 > CR 1/2 > CR 1 > CR 2 for animal companions, with changes at appropriate threshold levels. Doing it this way could also open the option of splitting the CR ratings across multiple animal companions, so for example a level 15 beastmaster could be in charge of a whole pack of wolves.
 

steeldragons

Steeliest of the dragons
Epic
Thanks for all of the feedback! This is great.

Let Jason know that there is no language or intention that because the animal is taking the same action as the ranger, that means they are just working together/next to each other. To whit the ranger can have the animal attack someone other than they are attacking, the animal can Help the ranger, etc... I am confused by his interpretation and obviously the language needs more clearing up I guess.

His concern about the action economy does seem to warrant closer inspection. My only initial reaction to that is, if the most attacks the ranger's ever getting is three. Yes, that does sound very powerful at 2nd level. But 1) How long is anyone lingering at level 2, realistically? and 2) the fighter still gets to be the only one with 4 attacks. Yes, the ranger is getting their 3 before the fighter does (at 11) but that's all they will ever have. Maybe it is not a significant enough trade off. Like I said, definitely worth another look.

Also thanks to Carl and pointing out that I apparently need language (that it isn't already there puzzles me a bit), that both Animal Companion and Beast Champions are pertaining to Beasts...the ranger will never gain a brass dragon wyrmling (forgetting for a moment the idea whether a wyrmling would be big enough to use as a mount), because it is a Dragon, not a Beast.

But the observations are all appreciated...the idea of splitting off actions other than attack from Animal Companion into a separate knack has legs, I think.

Keep 'em comin'...and of course if anyone actually plays them, look forward to hearing about that too.
 

BluSponge

Explorer
Ok, after giving the file a second (though not intensely thorough) reading, I'm starting to put my finger on what I don't like about it. My initial impression was that it felt too complex. I realize that's rich as the whole idea was to build a ranger with two decision points ala the warlock, but there you go. Now I'm beginning to understand why.

First up, the whole trail/lodge relationship isn't very strong. Maybe it's the choice in language, but they look more related than they really are. Compare the warlock, since that was the basis for the update. You pick a pact at first level, then a gift at level...3? Anyway the two are related. They build on one another. Not so with the ranger. Picking a trail (hunter, scout, or warden) really doesn't have a connection when you eventually pick a lodge (guardian, wanderer, or seeker). So instead of building on the player's original choice, it forks.

Second issue: wild knacks. I get the idea behind these, but they come away feeling like "not-feats." No, no, really these are class abilities. Wink, wink, nod, nod. I think these things work better baked into the archetype. Right now , two of the archetypes (lodges) you have are ranger and wandery ranger. I don't think the distinction between these two is that strong. The Seeker, OTOH, makes sense because you are essentially trading out some of your combat abilities for spell casting umph. I don't really think you need to monkey with the spell list (except maybe incorporate some of the stuff from the player supplements), just mirror the existing Hunter archetype with three choices at each milestone.

So I'm going to make a bit of a radical suggestion. Forget the spell-less ranger. Before anyone screams blasphemy, a scout would make a great background for a fighter, barbarian or ranger. A "spell-less" ranger is probably going to be more satisfying as a fighter archetype when you really get down to it.

I need to read through the wild knacks more closely, but I think these can be split between the archetypes nicely without making them "not-feats."

It's a cool departure, and has the makings of a nice Ranger but it still needs to cook a bit. Stop giving me options and give me a strong archetype with choices that support it.

Tom
 

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