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<blockquote data-quote="steeldragons" data-source="post: 6665934" data-attributes="member: 92511"><p>First, thanks very much for the thorough read through and critiques. I REALLY appreciate them. It's so difficult to get folks to just LOOK at something and tell you what they think. They get three sentences in or scan it for ONE thing they hate -stop reading- and then want to argue about it. It's such a nice breath of fresh air to actually just have a TALK with someone about the creative side of things.</p><p></p><p>Anyway, second, I'm going to get started, just in the interest of continuing discourse, but have a meeting innn...20 minutes. So probably won't get too far. I'll come back to all of your points later on.</p><p></p><p>So let's dive in...</p><p></p><p></p><p>I'm guessing you mean, here, the Herbal Medicine and the Tracker bonus thing? Well, the Medicine skill as defined just lets you stabilize a character at 0. It's something anyone can do/try. That doesn't seem close to sufficient for what people expect/want from a ranger in terms of their natural first aid/herbalist know-how and skill. So, first, there has to be the actual HP healing. </p><p></p><p>Now, with that, I had considered simply making the addition to the Medicine skil: "When you make a successful Medicine roll..." blah blah blah.</p><p></p><p>But more than that, people expect the ranger to be able to treat poisons! Which makes sense. Pretty much any environment you put a ranger in they're from, there are going to be poisonous plants and animals in the wilderness that they need to a) know to avoid and b) know how to manage if they can't avoid it...accidents happen.</p><p></p><p>With the array of abilities I already had, there was the 8th level slot and I REALLY felt that that was too late for the "Aragorn using some plant to slow Frodo's decent into darkness from the Morgul blade"...PLUS, and I think it's from Castles & Crusades and other OSR games...I wanted the ranger to have an eventual ability, through mundane means, to purge/neutralize the poison entirely.</p><p></p><p>SO, I needed a skill/ability that could slow the poison (since, ime, most of your poison encounters are going to be at lower levels) and a higher level one to cure it entirely...and it gave me the opportunity to bump up their healing skill by a hp, as well. So I think it worked out.</p><p></p><p>For the Tracker...I needed/wanted something more for the ranger in terms of tracking. Having it lumped in with the Survival skill in 5e is...kinda a downer for me...and for the ranger. So I needed to tease that out, as one of the [few] central Ranger things everyone agrees they should be good/the best at (maybe closely seconded by Barbarians).</p><p></p><p>Also, for the Precision dice (more on that later) I needed/wanted something that was NOT combat specific but still "Hunter" evocative and useful. What is more quintessentially "Hunter" than stalking your prey?</p><p></p><p></p><p></p><p>Curious as to why you think this? I want them to be better at going farther than most folks. Sure. Movement/mobility is definitely also a near-universal "ok" with the ranger fans. That's all it's for. I don't want them becoming the Flash! They have/get a little edge in moving farther/"faster" than other classes and can move through difficult terrain...I don't see how/why they should get more than that.</p><p></p><p>Remember this has to be a class anyone who wants to can take, for all races. The idea of a halfling or gnome moving at 40-50' per round...because they're a ranger? Little ridiculous...or, at the very least, skirting much too close to "anime or superhero" for something I am trying to keep a mundane base class. </p><p></p><p></p><p></p><p>Thanks!</p><p></p><p></p><p></p><p>That would be great/fun! I'll look forward to it. <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></blockquote><p></p>
[QUOTE="steeldragons, post: 6665934, member: 92511"] First, thanks very much for the thorough read through and critiques. I REALLY appreciate them. It's so difficult to get folks to just LOOK at something and tell you what they think. They get three sentences in or scan it for ONE thing they hate -stop reading- and then want to argue about it. It's such a nice breath of fresh air to actually just have a TALK with someone about the creative side of things. Anyway, second, I'm going to get started, just in the interest of continuing discourse, but have a meeting innn...20 minutes. So probably won't get too far. I'll come back to all of your points later on. So let's dive in... I'm guessing you mean, here, the Herbal Medicine and the Tracker bonus thing? Well, the Medicine skill as defined just lets you stabilize a character at 0. It's something anyone can do/try. That doesn't seem close to sufficient for what people expect/want from a ranger in terms of their natural first aid/herbalist know-how and skill. So, first, there has to be the actual HP healing. Now, with that, I had considered simply making the addition to the Medicine skil: "When you make a successful Medicine roll..." blah blah blah. But more than that, people expect the ranger to be able to treat poisons! Which makes sense. Pretty much any environment you put a ranger in they're from, there are going to be poisonous plants and animals in the wilderness that they need to a) know to avoid and b) know how to manage if they can't avoid it...accidents happen. With the array of abilities I already had, there was the 8th level slot and I REALLY felt that that was too late for the "Aragorn using some plant to slow Frodo's decent into darkness from the Morgul blade"...PLUS, and I think it's from Castles & Crusades and other OSR games...I wanted the ranger to have an eventual ability, through mundane means, to purge/neutralize the poison entirely. SO, I needed a skill/ability that could slow the poison (since, ime, most of your poison encounters are going to be at lower levels) and a higher level one to cure it entirely...and it gave me the opportunity to bump up their healing skill by a hp, as well. So I think it worked out. For the Tracker...I needed/wanted something more for the ranger in terms of tracking. Having it lumped in with the Survival skill in 5e is...kinda a downer for me...and for the ranger. So I needed to tease that out, as one of the [few] central Ranger things everyone agrees they should be good/the best at (maybe closely seconded by Barbarians). Also, for the Precision dice (more on that later) I needed/wanted something that was NOT combat specific but still "Hunter" evocative and useful. What is more quintessentially "Hunter" than stalking your prey? Curious as to why you think this? I want them to be better at going farther than most folks. Sure. Movement/mobility is definitely also a near-universal "ok" with the ranger fans. That's all it's for. I don't want them becoming the Flash! They have/get a little edge in moving farther/"faster" than other classes and can move through difficult terrain...I don't see how/why they should get more than that. Remember this has to be a class anyone who wants to can take, for all races. The idea of a halfling or gnome moving at 40-50' per round...because they're a ranger? Little ridiculous...or, at the very least, skirting much too close to "anime or superhero" for something I am trying to keep a mundane base class. Thanks! That would be great/fun! I'll look forward to it. :) [/QUOTE]
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