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What is the Ranger to you?
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<blockquote data-quote="doctorbadwolf" data-source="post: 7633830" data-attributes="member: 6704184"><p>LOL okay zapp. You seem to have misunderstood my position on the Beast Master (it doesn’t need an overhaul, it just needs better HP scaling for the most part, and has plenty of room for more fun stuff like sharing spells from level 3), and are taking general disagreement as “trolling”, which is absurd to the point I don’t even take offense, it’s just weird. </p><p></p><p>You also seem seem to have forgotten what actual improvements I suggested. I never suggested making natural explorer do more powerful travel stuff. I suggested that it should have always on benefits that help in combat and active exploration. I also suggested favored enemy being a damage or accuracy improving feature, which requires no action to apply to a target if the target is a favored enemy, OR use mechanical concepts similar to what the Hunter does, where if you pick humanoids you get bonus damage against multiple targets, while fiends lets you ignore resistance, and giants lets you deal more damage to huge or larger targets, etc. </p><p></p><p>as for spells known, I honestly think it’s completely bonkers that you can’t see the benefit of knowing more than two spells at level 2. Maybe all you ever do as a paladin is divine smite, but most people actually cast spells, as well. One of the pain points for players is having crappy spell selection bc they “have” to take hunters mark and only get 1 other spell at level 3. </p><p></p><p>I also suggest making hunters mark not require concentration for rangers, which you ignored as if it doesn’t allow damaging weapon attack spell stacking. </p><p></p><p>The ranger doesn’t need anything cut, and that isn’t going to be on the table in all likelihood. Not because they won’t admit the ranger needs help. Mearls literally has admitted that. They won’t do it because they refuse to invalidate the phb, or provide something that makes new players feel like they have to have a secondary product in order to play a phb class. They are going to provide optional alternate versions of existing features, or things like “trade spellcasting for manuevers”. I’d rather just figure out the best way to homebrew without rewriting the class. The ranger’s 1-3 abilities are iconic, and need to stay. They don’t have to remain the same, but they gotta stay. If you want to rewrite the class, do so. </p><p></p><p>But you don’t need to push your concept of fixing the class on every single damn discussion about the ranger.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7633830, member: 6704184"] LOL okay zapp. You seem to have misunderstood my position on the Beast Master (it doesn’t need an overhaul, it just needs better HP scaling for the most part, and has plenty of room for more fun stuff like sharing spells from level 3), and are taking general disagreement as “trolling”, which is absurd to the point I don’t even take offense, it’s just weird. You also seem seem to have forgotten what actual improvements I suggested. I never suggested making natural explorer do more powerful travel stuff. I suggested that it should have always on benefits that help in combat and active exploration. I also suggested favored enemy being a damage or accuracy improving feature, which requires no action to apply to a target if the target is a favored enemy, OR use mechanical concepts similar to what the Hunter does, where if you pick humanoids you get bonus damage against multiple targets, while fiends lets you ignore resistance, and giants lets you deal more damage to huge or larger targets, etc. as for spells known, I honestly think it’s completely bonkers that you can’t see the benefit of knowing more than two spells at level 2. Maybe all you ever do as a paladin is divine smite, but most people actually cast spells, as well. One of the pain points for players is having crappy spell selection bc they “have” to take hunters mark and only get 1 other spell at level 3. I also suggest making hunters mark not require concentration for rangers, which you ignored as if it doesn’t allow damaging weapon attack spell stacking. The ranger doesn’t need anything cut, and that isn’t going to be on the table in all likelihood. Not because they won’t admit the ranger needs help. Mearls literally has admitted that. They won’t do it because they refuse to invalidate the phb, or provide something that makes new players feel like they have to have a secondary product in order to play a phb class. They are going to provide optional alternate versions of existing features, or things like “trade spellcasting for manuevers”. I’d rather just figure out the best way to homebrew without rewriting the class. The ranger’s 1-3 abilities are iconic, and need to stay. They don’t have to remain the same, but they gotta stay. If you want to rewrite the class, do so. But you don’t need to push your concept of fixing the class on every single damn discussion about the ranger. [/QUOTE]
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