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What type of ranger would your prefer for 2024?
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<blockquote data-quote="Shardstone" data-source="post: 9081450" data-attributes="member: 6807784"><p>I'm not really into the whole Beast Master thing for TTRPG. I don't think its bad or anything, it just isn't my taste. I much prefer the Dunedain-flavor ranger, where you can sometimes get wild creatures to help you, but you yourself are the primary focus of the action/power. </p><p></p><p>Rangers should, like Bards and Rogues, gain more expertise and similar proficiencies as they level up. They should also be able to train themselves in bonus proficiencies every long rest, letting them shuffle their saves and skills, because the ranger's whole thing is "always be prepared." You can maybe just keep it to saves, not skills, letting the rogue remain the best skill monkey, and the ranger be the class that thematically uses its wisdom to protect itself from anything. So, you could also make it so that the ranger can add their Wisdom modifier to another save X times per long rest, etc etc. Lots of ways to skin this coat.</p><p></p><p>But this is a "secondary core" feature. The real thing the Ranger needs is diversity in its new core mechanic, Hunter's Mark. Casting Hunter's Mark should have different effects depending on the subclass. Casting Hunter's Mark with a 4th or 5th level spell slot should also let you add different riders to hunter's mark. This would give the Ranger a pretty unique, engaging, and thematically cohesive core feature, where they know how to "problem solve" their enemies. </p><p></p><p>Alternatively, if the Ranger had the Hunter class baked into the core, you could have had a robust system of variant actions and reactions the ranger can take on their turn. This works better with a spelless ranger, as it lets you make a martial character with a customizable "kit" of cool martial things it can do. Maybe you load up a # equal to your PB after a long rest, things like Whirlwind Attack or passives like Giant Slayer, etc. Then subclasses could have unique ones that you're always trained to do. </p><p></p><p>Maybe at level one, a theoretical Ranger could have a choice. You either have Spellcasting or you have the Enclave Secrets (your actions, reactions, bonus actions, and passive traits). This nu-Ranger lets you engage with the fantasay of your choice. Let it choose another save during a long rest and it can add its wisdom mod + pb to that save. Give the Ranger expertise once early on and again in the 6-10 range. This, IMO, is the optimal ranger, capable of satisfying both parties, and lets you fine-tune the ranger to fit YOUR exact vision of it.</p></blockquote><p></p>
[QUOTE="Shardstone, post: 9081450, member: 6807784"] I'm not really into the whole Beast Master thing for TTRPG. I don't think its bad or anything, it just isn't my taste. I much prefer the Dunedain-flavor ranger, where you can sometimes get wild creatures to help you, but you yourself are the primary focus of the action/power. Rangers should, like Bards and Rogues, gain more expertise and similar proficiencies as they level up. They should also be able to train themselves in bonus proficiencies every long rest, letting them shuffle their saves and skills, because the ranger's whole thing is "always be prepared." You can maybe just keep it to saves, not skills, letting the rogue remain the best skill monkey, and the ranger be the class that thematically uses its wisdom to protect itself from anything. So, you could also make it so that the ranger can add their Wisdom modifier to another save X times per long rest, etc etc. Lots of ways to skin this coat. But this is a "secondary core" feature. The real thing the Ranger needs is diversity in its new core mechanic, Hunter's Mark. Casting Hunter's Mark should have different effects depending on the subclass. Casting Hunter's Mark with a 4th or 5th level spell slot should also let you add different riders to hunter's mark. This would give the Ranger a pretty unique, engaging, and thematically cohesive core feature, where they know how to "problem solve" their enemies. Alternatively, if the Ranger had the Hunter class baked into the core, you could have had a robust system of variant actions and reactions the ranger can take on their turn. This works better with a spelless ranger, as it lets you make a martial character with a customizable "kit" of cool martial things it can do. Maybe you load up a # equal to your PB after a long rest, things like Whirlwind Attack or passives like Giant Slayer, etc. Then subclasses could have unique ones that you're always trained to do. Maybe at level one, a theoretical Ranger could have a choice. You either have Spellcasting or you have the Enclave Secrets (your actions, reactions, bonus actions, and passive traits). This nu-Ranger lets you engage with the fantasay of your choice. Let it choose another save during a long rest and it can add its wisdom mod + pb to that save. Give the Ranger expertise once early on and again in the 6-10 range. This, IMO, is the optimal ranger, capable of satisfying both parties, and lets you fine-tune the ranger to fit YOUR exact vision of it. [/QUOTE]
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