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What type of ranger would your prefer for 2024?
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<blockquote data-quote="WanderingMystic" data-source="post: 9065309" data-attributes="member: 69157"><p>Even though I personally would prefer a trick, knac, or herbalism themed ranger instead of a spell casting one I think one of the biggest problems is in half casters in general. With the exception of the paladin the power of the spells at the level you get them mean that they don't have much of an impact. </p><p></p><p>Gaining spells means that the ranger is loosing out on a third and fourth attack per round. Granting specific spells known that are only available to the ranger further makes that feeling of inatiqucy grow especially when those spells don't feel powerful enough if thematic enough. </p><p></p><p>My first ranger was lone wolf so lots of skill abilities and some magical abilities which felt more like a monks abilities. This mixing with potions, poisons and oils from Witcher is what I would love to see from a ranger. Add to that a minor pet like a falcon or wolf/hound and herbal healing and I would have the perfect ranger. </p><p></p><p>As a player and DM I am fine with refluffing, I can easily have my hunters mark be my pet attacking someone and dealing a bit of extra damage. I have good berries and cure wounds as a spell that I can say is just my herbal knowledge. I can even get spells like swift quiver, Conjure barrage and Conjure vollie for martial manuvers. I would prefer that they were just limited use abilities and not "spells" but the folks at DnD seem to be bing in turning abilities for spells. They say it helps balance them but since they are being granted at a sometimes vastly higher level or have more uses they just don't end up feeling like they are really worth it.</p></blockquote><p></p>
[QUOTE="WanderingMystic, post: 9065309, member: 69157"] Even though I personally would prefer a trick, knac, or herbalism themed ranger instead of a spell casting one I think one of the biggest problems is in half casters in general. With the exception of the paladin the power of the spells at the level you get them mean that they don't have much of an impact. Gaining spells means that the ranger is loosing out on a third and fourth attack per round. Granting specific spells known that are only available to the ranger further makes that feeling of inatiqucy grow especially when those spells don't feel powerful enough if thematic enough. My first ranger was lone wolf so lots of skill abilities and some magical abilities which felt more like a monks abilities. This mixing with potions, poisons and oils from Witcher is what I would love to see from a ranger. Add to that a minor pet like a falcon or wolf/hound and herbal healing and I would have the perfect ranger. As a player and DM I am fine with refluffing, I can easily have my hunters mark be my pet attacking someone and dealing a bit of extra damage. I have good berries and cure wounds as a spell that I can say is just my herbal knowledge. I can even get spells like swift quiver, Conjure barrage and Conjure vollie for martial manuvers. I would prefer that they were just limited use abilities and not "spells" but the folks at DnD seem to be bing in turning abilities for spells. They say it helps balance them but since they are being granted at a sometimes vastly higher level or have more uses they just don't end up feeling like they are really worth it. [/QUOTE]
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