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What type of ranger would your prefer for 2024?
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<blockquote data-quote="Mirrorrorrim" data-source="post: 9085730" data-attributes="member: 7040132"><p>That isn't a complete rule.</p><p></p><p>What does "snare" even mean? What do they do? Do you mean that it works just like the spell? If that is the case, I'll try my hand a merging your ideas with the effect of the Snare spell.</p><p></p><p style="margin-left: 20px"><strong>Snare Setter</strong></p> <p style="margin-left: 20px"><strong>Basic Snare Setter: </strong>You can purchase a Snare Kit, or make a Snare Kit costing 1gp worth of material during downtime. You can set a snare in 10 minutes, with a Dexterity saving throw with a DC set by a Wisdom (Survival) check.</p> <p style="margin-left: 20px"><strong>Expert Snare Setter: </strong>As Basic Snare Setter, except you can set the snare in 1 minute, and you have advantage when setting the DC of the snare. You can also find the appropriate materials using a DC 15 Survival check after 10 minutes.</p> <p style="margin-left: 20px"><strong>Master Snare Setter:</strong> As Expert Snare Setter, except you can build and maintain preset snares, up to your proficiency bonus per long rest. You can drop these snares as a bonus action.</p> <p style="margin-left: 20px"><strong>Snare effect: </strong>The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Dexterity (Sleight of Hand) check against your save DC. On a success, the restrained effect also ends.</p><p></p><p>First, I would not allow any version of that mundane ability in an open field or a location without trees/walls/verticality. The game doesn't work on video game logic. Environment matters.</p><p></p><p>Second, I will never again allow ability checks to determine the save DCs of combat effects. Ability check modifiers and totals are on a completely different level that saving throw modifiers and totals. It was a bad idea for grappling (I hope they keep the UA changes for grappling DCs), and a bad idea for traps.</p><p></p><ul> <li data-xf-list-type="ul"><strong>3rd level Ranger, or the DM using an enemy ranger: </strong> OK, you trip the snare. I rolled a.... 24 for their Wisdom Survival check. That is the Dex save DC to break free. Good luck.</li> </ul></blockquote><p></p>
[QUOTE="Mirrorrorrim, post: 9085730, member: 7040132"] That isn't a complete rule. What does "snare" even mean? What do they do? Do you mean that it works just like the spell? If that is the case, I'll try my hand a merging your ideas with the effect of the Snare spell. [INDENT][B]Snare Setter[/B][/INDENT] [INDENT][B]Basic Snare Setter: [/B]You can purchase a Snare Kit, or make a Snare Kit costing 1gp worth of material during downtime. You can set a snare in 10 minutes, with a Dexterity saving throw with a DC set by a Wisdom (Survival) check.[/INDENT] [INDENT][B]Expert Snare Setter: [/B]As Basic Snare Setter, except you can set the snare in 1 minute, and you have advantage when setting the DC of the snare. You can also find the appropriate materials using a DC 15 Survival check after 10 minutes.[/INDENT] [INDENT][B]Master Snare Setter:[/B] As Expert Snare Setter, except you can build and maintain preset snares, up to your proficiency bonus per long rest. You can drop these snares as a bonus action.[/INDENT] [INDENT][B]Snare effect: [/B]The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Dexterity (Sleight of Hand) check against your save DC. On a success, the restrained effect also ends.[/INDENT] First, I would not allow any version of that mundane ability in an open field or a location without trees/walls/verticality. The game doesn't work on video game logic. Environment matters. Second, I will never again allow ability checks to determine the save DCs of combat effects. Ability check modifiers and totals are on a completely different level that saving throw modifiers and totals. It was a bad idea for grappling (I hope they keep the UA changes for grappling DCs), and a bad idea for traps. [LIST] [*][B]3rd level Ranger, or the DM using an enemy ranger: [/B] OK, you trip the snare. I rolled a.... 24 for their Wisdom Survival check. That is the Dex save DC to break free. Good luck. [/LIST] [/QUOTE]
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