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Level Up: Advanced 5th Edition (A5E)
The Sadness that is Wilderness Lore (Ranger 12)
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<blockquote data-quote="scaramouche" data-source="post: 8633190" data-attributes="member: 22856"><p>Good points, and I agree that there are house rules that can fix these. I did want to call attention to these, however. I quite like A5e. I think its guiding philosophy is strong and it brings innovations to the system. But there are areas that could use another pass, particularly around abilities that let you use a skill to do something the skill should already do (ie. Use Insight to know if someone is lying) or are quite mismatched to level. Wilderness Lore at 3rd level, for instance, would be just fine.</p><p></p><p>I'm not a game designer, and I'm sensitive to the enormous amount of content in A5e, so I do understand the challenge. If I, in my amateur way, were to rewrite Wilderness Lore, it might look something like this:</p><p></p><p><strong>Master the Terrain</strong></p><p>Not only can you avoid the dangers of natural terrain, but you can make those threats work for you. You take 10 minutes to prepare an area of natural terrain with traps and obstacles, requiring no additional materials. The terrain remains trapped until your next long rest.</p><p>While in this terrain, when an enemy moves through a space that no other non-ally has moved through, you may use your reaction to force the enemy to make a Dexterity save against the trap DC (8 + your Dexterity modifier + your proficiency bonus). If it fails, it suffers one of the following effects (your choice):</p><ul> <li data-xf-list-type="ul">1d8 + your Wisdom modifier bludgeoning, slashing, or piercing damage</li> <li data-xf-list-type="ul">One of the following conditions: <em>Restrained, Grappled, Prone (and movement reduced to 0 until the start of its next turn)</em></li> <li data-xf-list-type="ul">2d6 falling damage and must climb 10' to escape</li> </ul><p>You can trigger this effect a number of times equal to your Wisdom bonus.</p><p></p><p><strong>Treasures of Blood and Bone</strong></p><p>With 10 minutes work, you can collect valuable materials from the corpse of a beast, dragon, monstrosity, or plant that has a CR of 1 or higher and has died within the last hour. These can immediately be converted into medicinals with a total value of up to 10 times the creature's CR. </p><p></p><p>Additionally, you are able to preserve any particularly potent materials that your DM determines might serve as magical crafting materials (dragon scales, basilisk eye, treant heart, etc.). These items can be safely packed and stored and will not deteriorate on their own.</p></blockquote><p></p>
[QUOTE="scaramouche, post: 8633190, member: 22856"] Good points, and I agree that there are house rules that can fix these. I did want to call attention to these, however. I quite like A5e. I think its guiding philosophy is strong and it brings innovations to the system. But there are areas that could use another pass, particularly around abilities that let you use a skill to do something the skill should already do (ie. Use Insight to know if someone is lying) or are quite mismatched to level. Wilderness Lore at 3rd level, for instance, would be just fine. I'm not a game designer, and I'm sensitive to the enormous amount of content in A5e, so I do understand the challenge. If I, in my amateur way, were to rewrite Wilderness Lore, it might look something like this: [B]Master the Terrain[/B] Not only can you avoid the dangers of natural terrain, but you can make those threats work for you. You take 10 minutes to prepare an area of natural terrain with traps and obstacles, requiring no additional materials. The terrain remains trapped until your next long rest. While in this terrain, when an enemy moves through a space that no other non-ally has moved through, you may use your reaction to force the enemy to make a Dexterity save against the trap DC (8 + your Dexterity modifier + your proficiency bonus). If it fails, it suffers one of the following effects (your choice): [LIST] [*]1d8 + your Wisdom modifier bludgeoning, slashing, or piercing damage [*]One of the following conditions: [I]Restrained, Grappled, Prone (and movement reduced to 0 until the start of its next turn)[/I] [*]2d6 falling damage and must climb 10' to escape [/LIST] You can trigger this effect a number of times equal to your Wisdom bonus. [B]Treasures of Blood and Bone[/B] With 10 minutes work, you can collect valuable materials from the corpse of a beast, dragon, monstrosity, or plant that has a CR of 1 or higher and has died within the last hour. These can immediately be converted into medicinals with a total value of up to 10 times the creature's CR. Additionally, you are able to preserve any particularly potent materials that your DM determines might serve as magical crafting materials (dragon scales, basilisk eye, treant heart, etc.). These items can be safely packed and stored and will not deteriorate on their own. [/QUOTE]
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The Sadness that is Wilderness Lore (Ranger 12)
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