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Revised Ranger Play Report... (level 3 to 4, beastmaster)
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<blockquote data-quote="PHDungeon" data-source="post: 6922685" data-attributes="member: 86320"><p>I am CyberDave's GM (for context). When I first was reading this power, I think I was misreading it a little, specifically this line: </p><p> <span style="font-family: 'Cambria'"></span></p><p><span style="font-family: 'Cambria'">"This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you." </span></p><p><span style="font-family: 'Cambria'"></span></p><p></p><p>The part where it says "which" of your favored enemies are present, I was taking to mean that it would give very specific information such as which types of "humanoids" were within 5 miles (e.g. x number of orcs, gnolls, humans etc...). It seems that the "which" more applies to having multiple favored enemies and doesn't actually give you that level of detail. This makes it less problematic than I originally thought. I was thinking that if I had a large dungeon type situation, I'd have to go through all my notes for each room and figure out the numbers of each type of humanoid (in Dave's case), which would be very tedious and would give away so much information that it would really ruin a lot of the fun surprises of exploring the area.</p><p></p><p>I still think that a five mile radius is a little too big to be gathering specific numbers. I feel like the ranger should maybe be able to detect the presence of his favoured enemy within five miles, but more specific numbers and details should be reserved for a significantly closer range.</p><p></p><p>As the power is currently written, I still think it can be a bit annoying if a GM forgets a detail or wants to make a change to his story on the fly, but that might be more my personal taste than an actual problem with the power. I'm personally not a big fan of really any divination type magic, and I much prefer characters getting their information in the more traditional ways, so divination magic and powers tend to rub me the wrong way no matter what. For example, I've never liked abilities like "detect evil," and most people wouldn't consider them particularly broken.</p><p></p><p>Here's an example, let's say that as the GM I've decided that there is a band of 12 orcs waiting in the woods that the party is approaching. The ranger sees the forest up ahead, gets a bit paranoid and uses his ability. He detects 12 humanoids and I give him that info. Now they might decide to detour around the forest, which negates an encounter I spent time prepping (I use roll 20, so there is a good chance I spent a bunch of time prepping a battle map, setting up tokens etc...). I don't want to railroad players, but I also don't want to waste time prepping encounters that don't get used. But let's say they do go warily into the forest, despite knowing that they might be about to be ambushed. They are attacked by the orcs and seem to be winning handily. If they didn't have this power, I could easily decide on the fly that there are some more orcs nearby in reserve to throw at them as reinforcements to make the encounter more fun and challenging, but this power <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=":)" /><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=":)" /><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=":)" /><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=":)" />s with my ability to do that because I've already told them that there are only 12 humanoids nearby. </p><p></p><p>Thus, my main issue with the ability is that it ties my hands in terms of my ability to improvise. My job is to make the game as entertaining as possible and I don't welcome powers that have potential to hinder my ability to do that.</p><p></p><p>My preference for the final version of the class would be for that part of the power to be removed entirely, but it is probably not as problematic as I initially thought it might be.</p></blockquote><p></p>
[QUOTE="PHDungeon, post: 6922685, member: 86320"] I am CyberDave's GM (for context). When I first was reading this power, I think I was misreading it a little, specifically this line: [FONT=Cambria] "This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you." [/FONT] The part where it says "which" of your favored enemies are present, I was taking to mean that it would give very specific information such as which types of "humanoids" were within 5 miles (e.g. x number of orcs, gnolls, humans etc...). It seems that the "which" more applies to having multiple favored enemies and doesn't actually give you that level of detail. This makes it less problematic than I originally thought. I was thinking that if I had a large dungeon type situation, I'd have to go through all my notes for each room and figure out the numbers of each type of humanoid (in Dave's case), which would be very tedious and would give away so much information that it would really ruin a lot of the fun surprises of exploring the area. I still think that a five mile radius is a little too big to be gathering specific numbers. I feel like the ranger should maybe be able to detect the presence of his favoured enemy within five miles, but more specific numbers and details should be reserved for a significantly closer range. As the power is currently written, I still think it can be a bit annoying if a GM forgets a detail or wants to make a change to his story on the fly, but that might be more my personal taste than an actual problem with the power. I'm personally not a big fan of really any divination type magic, and I much prefer characters getting their information in the more traditional ways, so divination magic and powers tend to rub me the wrong way no matter what. For example, I've never liked abilities like "detect evil," and most people wouldn't consider them particularly broken. Here's an example, let's say that as the GM I've decided that there is a band of 12 orcs waiting in the woods that the party is approaching. The ranger sees the forest up ahead, gets a bit paranoid and uses his ability. He detects 12 humanoids and I give him that info. Now they might decide to detour around the forest, which negates an encounter I spent time prepping (I use roll 20, so there is a good chance I spent a bunch of time prepping a battle map, setting up tokens etc...). I don't want to railroad players, but I also don't want to waste time prepping encounters that don't get used. But let's say they do go warily into the forest, despite knowing that they might be about to be ambushed. They are attacked by the orcs and seem to be winning handily. If they didn't have this power, I could easily decide on the fly that there are some more orcs nearby in reserve to throw at them as reinforcements to make the encounter more fun and challenging, but this power :):):):)s with my ability to do that because I've already told them that there are only 12 humanoids nearby. Thus, my main issue with the ability is that it ties my hands in terms of my ability to improvise. My job is to make the game as entertaining as possible and I don't welcome powers that have potential to hinder my ability to do that. My preference for the final version of the class would be for that part of the power to be removed entirely, but it is probably not as problematic as I initially thought it might be. [/QUOTE]
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