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Unearthed Arcana: Modifying Classes & Spell-less Rangers
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<blockquote data-quote="Dausuul" data-source="post: 7666505" data-attributes="member: 58197"><p>Good stuff in this one. I love the new take on the favored soul. The spell-less ranger is also excellent.</p><p></p><p>I do have a quibble with the ranger's "Herbal Poultices" ability, which is the limit that you can only carry a number of poultices equal to your Wisdom mod. What, do they reach critical mass and explode if you carry too many? Do we need a poultice miscibility table to resolve what happens? If there are two rangers in a party, and one is slain, can the second one pick up the first one's poultices, or will that also trigger explosions? This is a good example of a limit meant to serve a game purpose (prevent rangers from loading up on poultices) without enough thought given to how it affects the fictional world.</p><p></p><p>I would write it a bit differently:</p><p></p><p><em>As you travel, you keep an eye out for healing herbs. Each day you spend in a wilderness or rural area, you find enough herbs to create a number of poultices equal to your Wisdom modifier (minimum 1). These herbs, and any poultices made from them, lose their potency 24 hours after being harvested.</em></p><p></p><p>Accomplishes the same goal, but makes a lot more sense in terms of the fiction.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 7666505, member: 58197"] Good stuff in this one. I love the new take on the favored soul. The spell-less ranger is also excellent. I do have a quibble with the ranger's "Herbal Poultices" ability, which is the limit that you can only carry a number of poultices equal to your Wisdom mod. What, do they reach critical mass and explode if you carry too many? Do we need a poultice miscibility table to resolve what happens? If there are two rangers in a party, and one is slain, can the second one pick up the first one's poultices, or will that also trigger explosions? This is a good example of a limit meant to serve a game purpose (prevent rangers from loading up on poultices) without enough thought given to how it affects the fictional world. I would write it a bit differently: [I]As you travel, you keep an eye out for healing herbs. Each day you spend in a wilderness or rural area, you find enough herbs to create a number of poultices equal to your Wisdom modifier (minimum 1). These herbs, and any poultices made from them, lose their potency 24 hours after being harvested.[/I] Accomplishes the same goal, but makes a lot more sense in terms of the fiction. [/QUOTE]
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