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What is *worldbuilding* for?
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<blockquote data-quote="Ovinomancer" data-source="post: 7333244" data-attributes="member: 16814"><p>My problem with this ability is that it requires getting lost stories to exist to have any impact -- ie, the ability is pointless if I, as DM, don't push getting lost as a complication in my game. For it to matter, at all, getting lost needs to be something that's a threat in the game. At that point, it negates that story in that terrain, so for that to matter and be interesting, I have to push getting lost in other terrains. Bleh.</p><p></p><p>Most of the absolute abilities elsewhere in the game deal with things that are commonplace in the basic play -- poison, fear effects, etc., that I don't have to make any special effort to include.</p><p></p><p>That aside, not being able to get lost doesn't imply that you know where you're going. You just always know where you are. If you're exploring a forest, this ability just means the ranger can find places he's been to before or that he has firm description of the location that fits with what he already knows. There's still plenty of exploration challenges in the forest I can throw at a party with a ranger.</p><p></p><p>I still don't like that I have to make a specific effort to include getting lost as a threat for that ranger ability to even matter. I'd much rather have seen a blanket thing like advantage on all INT (Nature) and WIS (Survival) and WIS (Perception) checks in the favored terrain, and that's broad enough to be applicable to a number of stories instead of the more specific and non-core mechanic engaging abilities that did provide to rangers.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7333244, member: 16814"] My problem with this ability is that it requires getting lost stories to exist to have any impact -- ie, the ability is pointless if I, as DM, don't push getting lost as a complication in my game. For it to matter, at all, getting lost needs to be something that's a threat in the game. At that point, it negates that story in that terrain, so for that to matter and be interesting, I have to push getting lost in other terrains. Bleh. Most of the absolute abilities elsewhere in the game deal with things that are commonplace in the basic play -- poison, fear effects, etc., that I don't have to make any special effort to include. That aside, not being able to get lost doesn't imply that you know where you're going. You just always know where you are. If you're exploring a forest, this ability just means the ranger can find places he's been to before or that he has firm description of the location that fits with what he already knows. There's still plenty of exploration challenges in the forest I can throw at a party with a ranger. I still don't like that I have to make a specific effort to include getting lost as a threat for that ranger ability to even matter. I'd much rather have seen a blanket thing like advantage on all INT (Nature) and WIS (Survival) and WIS (Perception) checks in the favored terrain, and that's broad enough to be applicable to a number of stories instead of the more specific and non-core mechanic engaging abilities that did provide to rangers. [/QUOTE]
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