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What type of ranger would your prefer for 2024?
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<blockquote data-quote="Mirrorrorrim" data-source="post: 9085487" data-attributes="member: 7040132"><p>Just because a human can perform a task without magic, does not mean that the task in question makes sense in the action economy of the game. I don't want to replace those efficient spells with out-of-combat abilities. </p><p></p><p>Let's take Cure Wounds for example. Even if there were rules for gathering materials, and taking time to prepare a non-magical poultice ahead of time, using non-magical medicine to bring someone back from 0 hp to full fighting power is not doable in 6 seconds. Even if the replacement healing ability worked only if the target had at least 1 hp, the time it takes to stow your combat gear, pull out the appropriate medicine gear, and apply the medicine that returns 1d8 hit points doesn't work in a combat environment. It makes more sense for a "leadership ability" to use inspiration to regain HP (if the target already has at least 1 hp), using only an action, than the time it takes to apply medicine.</p><p></p><p>Or Animal Friendship. Charming multiple animals does not take 1 action. It just doesn't. It takes at least some time.</p><p></p><p>The Longstrider and Jump spells do way more than is mundanely possible. To replace them with mundane abilities is to either just give a small skill bonus or effect, or to create a new system of limited resource management (like we already have for spells). And if you give rangers mundane abilities that replace those spells, do all classes with access to those spells (or even other mundane classes) have the ability to select mundane Jumping or Longstriding effects? If so, how would that even be implemented in 5E?</p><p></p><p>A mundane Searing Smite? We're talking alchemy here, at best. That requires rules for creation and implementation.</p><p></p><p>Rather than what you are suggesting, it would be better to create subsystems available for:</p><ul> <li data-xf-list-type="ul">Traps (alarms, snares, pits, damaging traps)</li> <li data-xf-list-type="ul">Alchemy (acids, poisons, medicines, poultices, and combat alchemical creations like tanglefoot bags and alchemist fire)</li> <li data-xf-list-type="ul">Companions (training/befriending animals, allies, or followers)</li> </ul><p>In closing, mundane abilities cannot replace Ranger magic in the 5E PH. It would take an entirely alternate class from a 3rd party, supported by subsystems that work for all classes (not just Rangers) that make it make sense. I'd even take a look at such rules, but they won't be implmented in the 2024 books.</p></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9085487, member: 7040132"] Just because a human can perform a task without magic, does not mean that the task in question makes sense in the action economy of the game. I don't want to replace those efficient spells with out-of-combat abilities. Let's take Cure Wounds for example. Even if there were rules for gathering materials, and taking time to prepare a non-magical poultice ahead of time, using non-magical medicine to bring someone back from 0 hp to full fighting power is not doable in 6 seconds. Even if the replacement healing ability worked only if the target had at least 1 hp, the time it takes to stow your combat gear, pull out the appropriate medicine gear, and apply the medicine that returns 1d8 hit points doesn't work in a combat environment. It makes more sense for a "leadership ability" to use inspiration to regain HP (if the target already has at least 1 hp), using only an action, than the time it takes to apply medicine. Or Animal Friendship. Charming multiple animals does not take 1 action. It just doesn't. It takes at least some time. The Longstrider and Jump spells do way more than is mundanely possible. To replace them with mundane abilities is to either just give a small skill bonus or effect, or to create a new system of limited resource management (like we already have for spells). And if you give rangers mundane abilities that replace those spells, do all classes with access to those spells (or even other mundane classes) have the ability to select mundane Jumping or Longstriding effects? If so, how would that even be implemented in 5E? A mundane Searing Smite? We're talking alchemy here, at best. That requires rules for creation and implementation. Rather than what you are suggesting, it would be better to create subsystems available for: [LIST] [*]Traps (alarms, snares, pits, damaging traps) [*]Alchemy (acids, poisons, medicines, poultices, and combat alchemical creations like tanglefoot bags and alchemist fire) [*]Companions (training/befriending animals, allies, or followers) [/LIST] In closing, mundane abilities cannot replace Ranger magic in the 5E PH. It would take an entirely alternate class from a 3rd party, supported by subsystems that work for all classes (not just Rangers) that make it make sense. I'd even take a look at such rules, but they won't be implmented in the 2024 books. [/QUOTE]
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