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Where are people getting you can't move, gain a bonus action, or use your reaction with Ambuscade?
When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action.
"Move" isn't an action it is just something you can do on your turn.
Ambuscade gives a special turn and it limits what Action you can take to Attack or Hide, that means you get all your extra attacks if you have that class feature, if you attack with your main weapon while using two weapon fighting you would trigger a bonus action attack, it means you get to move, what you can't do is cast a spell, ready, dash, dodge, help, search, activate a magic item....and so on.
It is a normal turn with limits on what your Action can be.
That would be insanely powerful then. You've effectively granted Rangers an action surge every encounter. Actually it's stronger than that because I also would get two reactions and two bonus actions as well.
Combined with feats, this gets insane.
I would disagree, to an extent. It may not be explicit in 1E/2E/3E that a paladin should serve a god, but it is so strongly implied that it need not be explicit.In 5E as in AD&D, a paladin is an instrument of their oath. They could be religious on top of that, but they don't have to be.
I think you need to read that again. Lowest level spells are granted by "lesser servants of the cleric's deity." The religious relationship precondition is directly there. Otherwise by your logic, the cleric doesn't need a deity either until they get access to 5th level spells? That idea is just silly.
Either way, your claim that it was fancom that tied paladins to being tied to a deity except 4e is not accurate, since there is plenty of evidence that does tie them to a deity in 1e. They have to ask for forgiveness for their sins (a sin by definition is religiously tied), they have to tithe part of their wealth to religion, and their spell casting is granted by a deity or deity's direct servant. That alone is plenty of information to infer that paladins are holy warriors, and not something fans just came up with on their own. There are no less than three core aspects of a being a paladin that directly tie the class to religion, so saying that it's only the fans who created that relationship seems clearly implausible.
*edit* I'll also point out that if a paladin wasn't tied to religion, why would they be required to seek out a clergy member to confess sins? If it was only about being lawful and just, why couldn't they seek out any lawful good person? Why would it HAVE to be a member of a religion? A "sin" is a concept of religion. There are plenty of good and just atheists that can atone for mistakes and not consider them sins (because they don't believe in sin).
And why do they have to tithe to a religious institution if it's not about religion, but only good deeds? Why not donate to an orphanage? Why does it have to be a religious organization?
Sorry, but all the evidence there points to the fact that paladins are religious in some way. Otherwise those three requirements make no sense at all.
They will give away all treasure that they win, save that which is necessary to maintain themselves, their men, and a modest castle. Gifts must be to the poor or to charitable or religious institutions
I would disagree, to an extent. It may not be explicit in 1E/2E/3E that a paladin should serve a god, but it is so strongly implied that it need not be explicit.
Yeah. My group uses the average HP rules, so the 2d6 is largely irrelevant other than for recovery Hit Dice. And... I love the recovery aspect of this variant, so I'm disinclined to poke it too much.Umm. This is actually the biggest argument against the Ranger getting 2d6 hp: It will give the Ranger consistently high hit points. No other class has this kind of 'protection' from bad hit point rolls.
One of the first optional rules I adopted back in 3e was granting average hit points every level. I was incredibly glad 4e did away with rolling for hp entirely. There's no easier way to f*** ** a perfectly fine character than having a streak of bad hit point rolls.
This may be true in 1st and 2nd ed, but it's not in 3e. Indeed, because it's not the case, the FRCS made it explicit that Paladins (and indeed Clerics and, IIRC, Druids as well) have to pick a god, because that's a feature of that setting.
Eberron went the other way; paladin's serve their oath, not their god and lose power when they fail their oath. Clerics, otoh, can widely fail their church's tenets (even be an opposing alignment) and still receive cleric spells. So a paladin is bound more to his oath than a cleric is to his religion...
All I really want to do is see a party of rangers in action, when they all Hide in the new 2016 Chevrolet Ambuscade. The orcs will be confused.
"Thogg hear battle music, feel self roll initiative. But why?"
The trade off is you can't tactically use this action as well. Its only on the first round and only if you arent surprised. You'll get all the chump and fodder if you're melee. Plus this ranger has few ways to boost their attack outside of feats and magic items. No spells and no hunter features is harsh.
That would be insanely powerful then. You've effectively granted Rangers an action surge every encounter. Actually it's stronger than that because I also would get two reactions and two bonus actions as well.
Combined with feats, this gets insane.
As it stands, you get movement and a bonus action on that turn ~ Mike Mearls