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*Dungeons & Dragons
Tweaking the ranger instead of rebuilding from the ground up.
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<blockquote data-quote="jodyjohnson" data-source="post: 6738960" data-attributes="member: 5590"><p>"So giving access to all fighting styles a fighter gets seems reasonable. Frankly no reason not to do the same for Paladins."</p><p>Increased options can very much be an increase in power. Great Weapon fighting would be a strong option if you fix both Hunter's Mark (concentration aspect as melee) and allow Companions to attack as a bonus action. Giving Two Weapon to Paladins gives them extra damage in an already strong Nova build (smite early, smite often).</p><p></p><p>"Given how vital hunters mark is for the vast majority of rangers making it considered always known and not counting against selected spells seems reasonable. Also possibly removing concentration from it so it doesn't screw over melee rangers as bad might be appropriate."</p><p>I agree. Hunter's Mark could use some help. For myself, I house rule <em>concentration</em> which helps all the spellcasters.</p><p></p><p>"Especially as given the current version it can simply be canceled out by the marked target running away and never actually being killed so you have to recast next fight."</p><p>Do DMs do this? I've never considered doing this to a ranger (although I would consider a foe running away as a win anyway.)</p><p></p><p>"Primeval Awareness for no more than it does should really not be burning the rangers very limited spell slots so knock it to one use per wisdom mod with a minimum of 1 use and coming back on a long rest."</p><p>Saving spell slots adds to combat power.</p><p></p><p>"Favored enemy is one we've come up with a few ideas on as the idea of Rangers being truly fearsome to their chosen prey appeals to us and buffing it a this point doesn't make them any less effective than they already are against everything else."</p><p>My preference would be to make a Slayer archetype. 'Hunter plus' would be too much especially if Hunter's Mark is more useful.</p><p></p><p>"For spells ..."</p><p>Wouldn't mind seeing a few more spells for all casters.</p><p></p><p>"Adding the ability for the beast to attack as a bonus action"</p><p>Too strong for my tastes. Much better than the Hunter's an extra 'sometimes' +1d8 or extra 'sometimes' attack as a Reaction. Letting them access Hunter's Mark would do it for me.</p><p></p><p>However many groups do this and are fine with it. I suspect they aren't buffing all the other stuff too (or allowing Companions to use Hunters Mark).</p><p></p><p>"ranger times 5 or times 6 HP to it."</p><p>Ranger times 5 would be fine I think, but it still doesn't help with the short rest healing. They just need more healing without a long rest. 6 per level is too much. </p><p>Merely increasing the Companion hit points doesn't ultimately help with the HP recovery issue. Giving HD = equal to Ranger level would increase hit points (except for the weakest companions) and increase short rest healing - it just makes the math more complicated (and people might be tempted to treat this like 3.x HD increases - ASIs, double dipping on Proficiency, trying to add commensurate abilities to match new Challenge ratings, size increases).</p><p></p><p>"Also possibly a revival ritual specific to the pet that the ranger can do over a long rest as opposed to outright replacement."</p><p>Spell or ritual like Revivify for Beasts would be fine.</p><p></p><p>"Really just keeping your faithful beast alive seems to be the real rub here."</p><p>This is a DM thing. We always use Death Saves and HD healing on a short rest for all party members. This is RAW (as far as RAW allows the DM to grant NPCs character-healing rules). If your DM wants to always do 'Zero is Dead' for non-PCs than I think you're out of luck no matter the pet buffs.</p><p></p><p>"Also maybe allowing a few large creatures so it's not just halflings and gnomes that get to play the cavalry ranger. Right off the top of my head I don't know what CR 1/4 large creatures there are."</p><p>See above. There are a bunch of CR 1/8 and 1/4 mounts. The flying ones would concern me, but this is still DM limited. I would use this.</p><p></p><p>"Also considering throwing Cities in as a favored terrain type but that might be better suited to some sort of full on urban ranger archetype."</p><p>Not sure how many of the favored terrain abilities would be of use in the city. Lack of difficult terrain, lost?-ask for directions, dumpster diving (foraging), pace is a long term activity not as applicable in urban areas.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 6738960, member: 5590"] "So giving access to all fighting styles a fighter gets seems reasonable. Frankly no reason not to do the same for Paladins." Increased options can very much be an increase in power. Great Weapon fighting would be a strong option if you fix both Hunter's Mark (concentration aspect as melee) and allow Companions to attack as a bonus action. Giving Two Weapon to Paladins gives them extra damage in an already strong Nova build (smite early, smite often). "Given how vital hunters mark is for the vast majority of rangers making it considered always known and not counting against selected spells seems reasonable. Also possibly removing concentration from it so it doesn't screw over melee rangers as bad might be appropriate." I agree. Hunter's Mark could use some help. For myself, I house rule [I]concentration[/I] which helps all the spellcasters. "Especially as given the current version it can simply be canceled out by the marked target running away and never actually being killed so you have to recast next fight." Do DMs do this? I've never considered doing this to a ranger (although I would consider a foe running away as a win anyway.) "Primeval Awareness for no more than it does should really not be burning the rangers very limited spell slots so knock it to one use per wisdom mod with a minimum of 1 use and coming back on a long rest." Saving spell slots adds to combat power. "Favored enemy is one we've come up with a few ideas on as the idea of Rangers being truly fearsome to their chosen prey appeals to us and buffing it a this point doesn't make them any less effective than they already are against everything else." My preference would be to make a Slayer archetype. 'Hunter plus' would be too much especially if Hunter's Mark is more useful. "For spells ..." Wouldn't mind seeing a few more spells for all casters. "Adding the ability for the beast to attack as a bonus action" Too strong for my tastes. Much better than the Hunter's an extra 'sometimes' +1d8 or extra 'sometimes' attack as a Reaction. Letting them access Hunter's Mark would do it for me. However many groups do this and are fine with it. I suspect they aren't buffing all the other stuff too (or allowing Companions to use Hunters Mark). "ranger times 5 or times 6 HP to it." Ranger times 5 would be fine I think, but it still doesn't help with the short rest healing. They just need more healing without a long rest. 6 per level is too much. Merely increasing the Companion hit points doesn't ultimately help with the HP recovery issue. Giving HD = equal to Ranger level would increase hit points (except for the weakest companions) and increase short rest healing - it just makes the math more complicated (and people might be tempted to treat this like 3.x HD increases - ASIs, double dipping on Proficiency, trying to add commensurate abilities to match new Challenge ratings, size increases). "Also possibly a revival ritual specific to the pet that the ranger can do over a long rest as opposed to outright replacement." Spell or ritual like Revivify for Beasts would be fine. "Really just keeping your faithful beast alive seems to be the real rub here." This is a DM thing. We always use Death Saves and HD healing on a short rest for all party members. This is RAW (as far as RAW allows the DM to grant NPCs character-healing rules). If your DM wants to always do 'Zero is Dead' for non-PCs than I think you're out of luck no matter the pet buffs. "Also maybe allowing a few large creatures so it's not just halflings and gnomes that get to play the cavalry ranger. Right off the top of my head I don't know what CR 1/4 large creatures there are." See above. There are a bunch of CR 1/8 and 1/4 mounts. The flying ones would concern me, but this is still DM limited. I would use this. "Also considering throwing Cities in as a favored terrain type but that might be better suited to some sort of full on urban ranger archetype." Not sure how many of the favored terrain abilities would be of use in the city. Lack of difficult terrain, lost?-ask for directions, dumpster diving (foraging), pace is a long term activity not as applicable in urban areas. [/QUOTE]
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