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I didn't say anything about rangers being "tanky" (ranger AC is typically equal to or slightly better than barbarian AC, but they have nothing that compares to barbarian damage resistance). I just said that them having more hit points than barbarians seems weird, and I would prefer to improve their hit points by giving them better recovery rather than a higher base. I like the idea that while the cleric is pumping cure spells into the rest of the party, the ranger can take care of his or her own wounds.Rangers are limited to light armor only, don't get the barbarian bonus of unarmored AC bonuses, and don't get damage resistance. I don't think they're nearly as tanky as you are thinking they are.
Yea I agree with you too that it's a good start. I think the 2d6 will be ok because they don't get any other damage mitigation.
You forgot to add in "and the Warforged, and the Artificer, and the Favored Soul, and the Spell-less Ranger and the Mystic, they can't win."
Thus far every single UA article they've released with player options for playtesting has been defined as "the worst thing they've done" by somebody.
Since Sorcerer was the other "weak" class, I wonder what sort of playtestable changes it'll end up with.
It provides the ability to go first, regardless of your rolled initiative. Even without surprise, Assassins get advantage vs targets that havent acted.
Plus, even if your DM is ruling surprise in the alt way discussed in this thread, you still get your assassinate strike even if they beat your initiative.
IMX, surprise isnt that hard to get if you work a bit.
I didn't say anything about rangers being "tanky" (ranger AC is typically equal to or slightly better than barbarian AC, but they have nothing that compares to barbarian damage resistance). I just said that them having more hit points than barbarians seems weird, and I would prefer to improve their hit points by giving them better recovery rather than a higher base. I like the idea that while the cleric is pumping cure spells into the rest of the party, the ranger can take care of his or her own wounds.
I don't necessarily disagree with that. And yeah, it probably looks weird because it's not something we're used to seeing (the ranger with more hp than the barbarian). That's why I think you need to look at it from more of a macro view. Because of light armor and no resistance, the ranger won't last as long in toe to toe combat as the barbarian, fighter, or paladin will. He's basically just a rogue with more hit points. But even the rogue can reduce damage taken lol.
To the other complaints about it being broken due to level dipping, I can't stress enough how that's a game table issue, and not necessarily a class issue. Multiclassing is optional. That means you as the DM have total control of allowing these 'broken" multiclass builds. So it's one of the easiest fixes you could ask for. Especially if it's because of metagaming reasons, and not in-character reasons.
I really don't like the 'spirit animal' concept but I do like the rules and can totally see why the choices were made but it irks me because so much good RP stuff is lost if the animal is barely present in the real world... Maybe they could have a rubbish animal they could 'power up' occasionally?
This is what I was thinking. Having the companion around for only a minute a day loses a lot of role playing flavor. I would much rather see a PHB level companion that didn't require your action to act. Then you could have an Empower Companion ability for a limited time per day.