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General Tabletop Discussion
*Dungeons & Dragons
What will the final revised Ranger look like
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<blockquote data-quote="OB1" data-source="post: 6898284" data-attributes="member: 6796241"><p>Okay, so we know from Mearls that the newest UA version of the ranger is both more powerful than the final version will be and need to have some features adjusted for multi-classing. So the question I ask now is what will the final Revised Ranger look like?</p><p></p><p>I think there are three additional pieces of information that are important to the discussion. The first is that the new class will sit next to the first class with both continuing to be AL legal. The second is the emphasis on getting the "feel" of the ranger correct as opposed to the need to give it a power boost. As numerous EnWorlders have shown previously with math skills far beyond mine, the PHB Ranger, even the Beastmaster, isn't the underpowered whelp that many make her out to be. Finally, the new Ranger will officially be a part of the original Ranger class, not a separately named new class.</p><p></p><p>So with that said, I expect the new version of the Ranger to be presented in a similar fashion to Sorcerous Origins or Warlock Pacts, both also taken at 1st level.</p><p></p><p><strong>When choosing a Ranger at 1st level, you first choose a Ranger Path.</strong></p><p></p><p>This language allows for the sharing of Hit Die, Starting Equipment and Skill Selection, which are all the same in both versions.</p><p></p><p>Now, for lack of better terms, I'll from here on refer to the original PHB Ranger as Path of the Guardian and the Revised Ranger as Path of the Fellowship. </p><p></p><p>So since Path of the Guardian won't change, the question becomes, what needs to change with the Path of the Fellowship to bring it on roughly even footing with it. My contention is that since both are available, both should still be attractive for players to play.</p><p></p><p>I propose that the following changes will be made to Path of the Fellowship to adjust its power level and make it MC friendly.</p><p></p><p>1. Remove spellcasting (and the resurrect beast ability from Beast Conclave)</p><p>2. Add either a Hunter's Mark like ability triggered off long rests, or Hunter's Dice triggered off short rests</p><p>3. Add an ability to making healing poultices from local plant life triggered off long rest or Hunter's Dice</p><p>4. Move advantage on initiative and against enemies who haven't acted to 3rd level</p><p>5. Limit Primeval Awareness to x per long rest (with Barbarian Rage progression?) or trigger off Hunter's Dice</p><p></p><p>What I like about this is you end up with one ranger who has a narrow set of pre-defined Rangery Skills with broad application and consistent power (Fellowship) and another with a wider set of skills with some nova potential (because of magic) with narrower application of the "core" ranger skills (Guardian).</p><p></p><p>Could this be the path forward? What else might the Conclave Path need to make up for the loss of magic? What other ways might the new path be implemented?</p></blockquote><p></p>
[QUOTE="OB1, post: 6898284, member: 6796241"] Okay, so we know from Mearls that the newest UA version of the ranger is both more powerful than the final version will be and need to have some features adjusted for multi-classing. So the question I ask now is what will the final Revised Ranger look like? I think there are three additional pieces of information that are important to the discussion. The first is that the new class will sit next to the first class with both continuing to be AL legal. The second is the emphasis on getting the "feel" of the ranger correct as opposed to the need to give it a power boost. As numerous EnWorlders have shown previously with math skills far beyond mine, the PHB Ranger, even the Beastmaster, isn't the underpowered whelp that many make her out to be. Finally, the new Ranger will officially be a part of the original Ranger class, not a separately named new class. So with that said, I expect the new version of the Ranger to be presented in a similar fashion to Sorcerous Origins or Warlock Pacts, both also taken at 1st level. [B]When choosing a Ranger at 1st level, you first choose a Ranger Path.[/B] This language allows for the sharing of Hit Die, Starting Equipment and Skill Selection, which are all the same in both versions. Now, for lack of better terms, I'll from here on refer to the original PHB Ranger as Path of the Guardian and the Revised Ranger as Path of the Fellowship. So since Path of the Guardian won't change, the question becomes, what needs to change with the Path of the Fellowship to bring it on roughly even footing with it. My contention is that since both are available, both should still be attractive for players to play. I propose that the following changes will be made to Path of the Fellowship to adjust its power level and make it MC friendly. 1. Remove spellcasting (and the resurrect beast ability from Beast Conclave) 2. Add either a Hunter's Mark like ability triggered off long rests, or Hunter's Dice triggered off short rests 3. Add an ability to making healing poultices from local plant life triggered off long rest or Hunter's Dice 4. Move advantage on initiative and against enemies who haven't acted to 3rd level 5. Limit Primeval Awareness to x per long rest (with Barbarian Rage progression?) or trigger off Hunter's Dice What I like about this is you end up with one ranger who has a narrow set of pre-defined Rangery Skills with broad application and consistent power (Fellowship) and another with a wider set of skills with some nova potential (because of magic) with narrower application of the "core" ranger skills (Guardian). Could this be the path forward? What else might the Conclave Path need to make up for the loss of magic? What other ways might the new path be implemented? [/QUOTE]
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