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<blockquote data-quote="pming" data-source="post: 6377323" data-attributes="member: 45197"><p>Hiya.</p><p></p><p> As I said at the very beginning of my post...I fear that our two play experiences are too far apart.</p><p></p><p> Rogue thing: I still wouldn't let it go. The "expertise" ability is under Rogue and that's the skill list I'd allow a player to choose from (not race, background, or whatever else gives you 'skills' [feat or something in a future book]).</p><p></p><p> Flying: I use wilderness encounters. Random ones. I do not tailor them to fit the PC's level; if the dice say a group of 7 goblins encounter the 12th level party, then the party encounters 7 goblins. If the dice say a pair of blue dragons encounter the 2nd level party, then the party encounters 2 blue dragons. The wilderness is dangerous...unless you know how to survive in it, of course.</p><p></p><p> Spells: Yup, all very useful. But limited. Spells are limited. They work wonders, but they are subject to other considerations (time, material components, duration, etc). I have no problem with any of this, actually. The ranger can do all this stuff too...except his is via his class, not spell. IMHO, it's the same thing as a wizards Firebolt vs. a Heavy Crossbow bolt (other than a HC user will run out of bolts...I'm still not sure of the "unlimited Cantrip usage" thing...but that's another thread...).</p><p></p><p> Ranger: The ability "Natural Explorer" gives all the above (in one terrain; adding terrains as the Ranger gains levels). They don't "spend/choose abilities" of them; they get everything under it...move (with group) unhindered, forage for food, find shelter, track enemies, etc.</p><p></p><p> I'll reiterate my stance: Rangers are awesome at surviving (and helping the party survive) in the wilderness.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6377323, member: 45197"] Hiya. As I said at the very beginning of my post...I fear that our two play experiences are too far apart. Rogue thing: I still wouldn't let it go. The "expertise" ability is under Rogue and that's the skill list I'd allow a player to choose from (not race, background, or whatever else gives you 'skills' [feat or something in a future book]). Flying: I use wilderness encounters. Random ones. I do not tailor them to fit the PC's level; if the dice say a group of 7 goblins encounter the 12th level party, then the party encounters 7 goblins. If the dice say a pair of blue dragons encounter the 2nd level party, then the party encounters 2 blue dragons. The wilderness is dangerous...unless you know how to survive in it, of course. Spells: Yup, all very useful. But limited. Spells are limited. They work wonders, but they are subject to other considerations (time, material components, duration, etc). I have no problem with any of this, actually. The ranger can do all this stuff too...except his is via his class, not spell. IMHO, it's the same thing as a wizards Firebolt vs. a Heavy Crossbow bolt (other than a HC user will run out of bolts...I'm still not sure of the "unlimited Cantrip usage" thing...but that's another thread...). Ranger: The ability "Natural Explorer" gives all the above (in one terrain; adding terrains as the Ranger gains levels). They don't "spend/choose abilities" of them; they get everything under it...move (with group) unhindered, forage for food, find shelter, track enemies, etc. I'll reiterate my stance: Rangers are awesome at surviving (and helping the party survive) in the wilderness. ^_^ Paul L. Ming [/QUOTE]
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