Rocker26a
Adventurer
I think Rangers could support a host of arrow spells as banes
You lost me, personally.
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I think Rangers could support a host of arrow spells as banes
Feel free to explain what impact the ancient history of the game has on whether what I said is true or not?The 5e ranger was designed for the original Blackmoor/Greyhawk 16 player wargamer groups that the DA and GG ran.
Favored enemy, natural explorer, hide in plain sight, foe slayer, etc are great if you and 12 other people running 1-6 PCs each are making individual ad-hoc parties from a central location and is its surrounds to the 2 dungeons in a weeks walking distance.
Actually OP in that . But that was the point. The new book WOTC is publishing on OD&D will likely describe this.
Few play that way in 2023. And almost none of those people play 5e.
Because the ranger has to match both how the game is played and it's mechanics.Feel free to explain what impact the ancient history of the game has on whether what I said is true or not?
No those features literally aren’t good.Because the ranger has to match both how the game is played and it's mechanics.
The 2014 mechanics are not bad.
The 2014 mechanics are made for a monster and terrain style that isn't popular.
So if you make new ranger mechanics and spells that also do match the playstyle, they too will be useless.
This has been the problem rangers keep having in design.
You cannot design a good class based on monster and terrain design without focusing on the design and interaction of monsters and terrain.
That's the point.No those features literally aren’t good.
Like they’re ribbons most of the time, and they would be in an old school game where goblins and forests aren’t the whole campaign, too
No it's is history.They’re bad features because they are vastly too situational to be the primary features of a class (which the two level 1 features of a class should be).
It’s not some historical vestige, it’s a design mistake. They weren’t trying to make a feature for written-on-stone-tablets-in-pictographs D&D, they were writing a feature for modern D&D, and screwed up.
Repeating the same claims doesn’t actually back them up.That's the point.
They are made for an old school game where goblins and forests are 50% of the whole campaign.
No it's is history.
Gygaxian 70s play is PCs all been in the same town and only leaving to go to the dungeon via the wild.
In that a campaign, a 2014 ranger would be strong. Because the ranger would be their 3rd or 4th character and can metagame to pick the terrain and favored enemy of the strongest enemies.
Because your 1st level ranger is traveling in the same area as your 5th level fighter. So you dealt with the starvation, foraging, tracking and scouting with your fighter.
The ranger automatically wins those obstacles.
But people don't play 5e that way.
This is why I often say rangers have a playstyle issue AND 5e oversampled old school gamers. The 2014 ranger is super strong under a 1E style DM running hubtowns or multiple PCs/player.
Any redesign or addition has to match the style it was made for and adjust offending core rules
It does.Repeating the same claims doesn’t actually back them up.
It also doesn’t matter in a thread about making features for the Ranger for a homebrew that speak to how most people play 5e right now.
Feel free to argue with someone else about it.It does.
I am saying the homebrew should match how you play at home.
If it sounds cool but doesn't match how you actually play, it is no longer useful. It's just a though exercise then That is why classes like ranger and monk always has problems.
OD&D Rangers could hide. Hide in Shadows was for hiding in shadows. It was extraordinary,
Same with the tracking. No one could track more than blatant muddy footprints but rangers..
The point was that the OD&D play is different from 5e play.