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Unearthed Arcana: The ranger, revised... overcompensation?
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<blockquote data-quote="Greybeard_Ray" data-source="post: 6898222" data-attributes="member: 6855429"><p>"Sigh"</p><p></p><p>Okay, for clarity's sake, let's repeat what is on the first page of the UA article...</p><p></p><p>"...most issues we see with classes are confined to specific abilities <em><strong>that don’t play a big role in determining whether players like the class as a whole</strong></em>. In other words, <strong><em>no class is perfect</em></strong>, but each is <strong><em>close enough</em></strong> to the mark in its own way that <strong><em><span style="font-size: 12px">players</span> are happy</em></strong>.... Our next step, which begins now, is verification. Are these fixes correct? Do they solve problems at your table? Do you, as the community of D&D players and DMs, accept them?<strong><em> I expect another revision or two to be made to the class</em></strong>, ... this approach captures our intent—fix what needs to be fixed when it’s necessary to do so, but in a way that minimizes disruption and maximizes <strong><em>player satisfaction</em></strong>." </p><p>[Emphasis mine]</p><p></p><p>I think we're getting ahead of the issue. What we (as DM's) need to do, is just what they've asked for: PLAY-TEST the build. Take it for a ride, kick the tires, maybe do a few donuts in a parking lot.</p><p>Actually see how it plays out. We can discuss 'theoretical' possibilities, variant alternatives, best- & worst-case scenarios ad infinitum. However, as most of you who have actually RUN the game will realize, none of that makes a difference until it's in the control of a player (who honestly doesn't give a hoot about 'meta-game design philosophy') and is in a "real" game. Then we'll see how well or poorly it works, and whether or not the PLAYERS have fun with it.</p><p></p><p>Personally, I think it will work just fine. But that's just my 2 copper...</p><p>Ray</p></blockquote><p></p>
[QUOTE="Greybeard_Ray, post: 6898222, member: 6855429"] "Sigh" Okay, for clarity's sake, let's repeat what is on the first page of the UA article... "...most issues we see with classes are confined to specific abilities [I][B]that don’t play a big role in determining whether players like the class as a whole[/B][/I]. In other words, [B][I]no class is perfect[/I][/B], but each is [B][I]close enough[/I][/B] to the mark in its own way that [B][I][SIZE=3]players[/SIZE] are happy[/I][/B].... Our next step, which begins now, is verification. Are these fixes correct? Do they solve problems at your table? Do you, as the community of D&D players and DMs, accept them?[B][I] I expect another revision or two to be made to the class[/I][/B], ... this approach captures our intent—fix what needs to be fixed when it’s necessary to do so, but in a way that minimizes disruption and maximizes [B][I]player satisfaction[/I][/B]." [Emphasis mine] I think we're getting ahead of the issue. What we (as DM's) need to do, is just what they've asked for: PLAY-TEST the build. Take it for a ride, kick the tires, maybe do a few donuts in a parking lot. Actually see how it plays out. We can discuss 'theoretical' possibilities, variant alternatives, best- & worst-case scenarios ad infinitum. However, as most of you who have actually RUN the game will realize, none of that makes a difference until it's in the control of a player (who honestly doesn't give a hoot about 'meta-game design philosophy') and is in a "real" game. Then we'll see how well or poorly it works, and whether or not the PLAYERS have fun with it. Personally, I think it will work just fine. But that's just my 2 copper... Ray [/QUOTE]
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