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Ranger Rehash
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<blockquote data-quote="Quickleaf" data-source="post: 6665513" data-attributes="member: 20323"><p>Interesting! You've definitely put some thought into this <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Apparently you've got your own house rules this is designed for? Lots of little examples that made me raise my eyebrows: for example, "advantage on Passive Perception checks." Say what?</p><p></p><p>Very 1e vibe with your inclusion of "Scrying Adept"! Not sure how gaining proficiency with clairvoyance & divination spells matters, but the other aspects are interesting.</p><p></p><p>With "Favored Quarry" you went with even more exacting specificity than the PHB ranger's Favored Enemy, granting <em>specific individual enemies </em>as the ranger gains levels rather than monster types. Very odd choice. Especially considering the "weight" of your ranger's combat ability rests in Favored Quarry (since you excised the bonus damage from Hunter's Mark & from the Hunter sub-class). What happens if the ranger kills one of their specific enemies? Then that "slot" in their Favored Quarry arsenal is left empty. I see you accommodate this with increased number of Favored Quarry improvements as the ranger advances, but still very odd choice...</p><p></p><p>It seems you've embraced specificity and certain campaign setting assumptions that aren't explicitly in the class? For example, in addition to the Favored Quarry thing, looking down at the "Nature's Ward" of the Warden sub-class, you specify frightened or charmed by elementals or fey. *Are* there any elementals that cause charm or fear effects?</p><p></p><p>Also, for the Warden you follow the PHB ranger with # Spells Known, but why not give the ranger a more paladin-style of spell casting where you prepare a number of spells equal to your Wisdom modifier + half your ranger level? This is the basic model for druids and cleric, and seems to make the most sense for rangers if you imagine Warden rangers as casting spells from their connection to the land. Though maybe you're going for more the "forgotten secrets" angle, so in that case it would make sense I guess.</p><p></p><p>Criticisms aside...</p><p></p><p>I think you've got great sub-classes! Looking at my own ranger re-design I see parallels with your Warden (I used the name Wildlands Warden) and the Guardian (Borderlands Guard). Instead of Slayer I went with a Scout, and I turned Animal Companion into a "ranger invocation" rather than a sub-class.</p><p></p><p>I like the Slayer's 15th level ability to sense their quarry.</p><p></p><p>I liked the Beastmaster's 15th level warg-like ability imitating the Beast Sense spell.</p><p></p><p>I also like how you gave a nod to the 1e ranger's magic-user spells with the Guardian's 11th level Forgotten Lore feature.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6665513, member: 20323"] Interesting! You've definitely put some thought into this :) Apparently you've got your own house rules this is designed for? Lots of little examples that made me raise my eyebrows: for example, "advantage on Passive Perception checks." Say what? Very 1e vibe with your inclusion of "Scrying Adept"! Not sure how gaining proficiency with clairvoyance & divination spells matters, but the other aspects are interesting. With "Favored Quarry" you went with even more exacting specificity than the PHB ranger's Favored Enemy, granting [i]specific individual enemies [/i]as the ranger gains levels rather than monster types. Very odd choice. Especially considering the "weight" of your ranger's combat ability rests in Favored Quarry (since you excised the bonus damage from Hunter's Mark & from the Hunter sub-class). What happens if the ranger kills one of their specific enemies? Then that "slot" in their Favored Quarry arsenal is left empty. I see you accommodate this with increased number of Favored Quarry improvements as the ranger advances, but still very odd choice... It seems you've embraced specificity and certain campaign setting assumptions that aren't explicitly in the class? For example, in addition to the Favored Quarry thing, looking down at the "Nature's Ward" of the Warden sub-class, you specify frightened or charmed by elementals or fey. *Are* there any elementals that cause charm or fear effects? Also, for the Warden you follow the PHB ranger with # Spells Known, but why not give the ranger a more paladin-style of spell casting where you prepare a number of spells equal to your Wisdom modifier + half your ranger level? This is the basic model for druids and cleric, and seems to make the most sense for rangers if you imagine Warden rangers as casting spells from their connection to the land. Though maybe you're going for more the "forgotten secrets" angle, so in that case it would make sense I guess. Criticisms aside... I think you've got great sub-classes! Looking at my own ranger re-design I see parallels with your Warden (I used the name Wildlands Warden) and the Guardian (Borderlands Guard). Instead of Slayer I went with a Scout, and I turned Animal Companion into a "ranger invocation" rather than a sub-class. I like the Slayer's 15th level ability to sense their quarry. I liked the Beastmaster's 15th level warg-like ability imitating the Beast Sense spell. I also like how you gave a nod to the 1e ranger's magic-user spells with the Guardian's 11th level Forgotten Lore feature. [/QUOTE]
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