Tales and Chronicles
Jewel of the North, formerly know as vincegetorix
Which arent even on the arcane trickster's spells list! grumble grumbleDon't forget Knock, Spider Climb, Mirror Image, Alarm, Silent Image, Sleep, etc.
Which arent even on the arcane trickster's spells list! grumble grumbleDon't forget Knock, Spider Climb, Mirror Image, Alarm, Silent Image, Sleep, etc.
It's not that they are useless. It's that they don't need them. There is viable no spell stealth.Clearly, invisibility and teleportation are completely useless to rogues!
Have you told fighters there is no non-spell damage, and barbarians there is no no-spell resitance?It's not that they are useless. It's that they don't need them. There is viable no spell stealth.
The isn't such for recovery, control, damage, resistance, etc in D&D.
Umm.. that's the point.Have you told fighters there is no non-spell damage, and barbarians there is no no-spell resitance?![]()
A shared resource could do it, I truly believe, but we’d have to find a way to do that that isn’t spells or points.I mean, if it suits the class’s narrative, then yes.
Honestly, from the way you talk about this, I don’t think there’s a way to satisfy both sides here. One group doesn’t want to cast spells as a ranger, but they want to get something else cool in its place. The other group doesn’t want to have to give up spellcasting to get whatever other cool things the ranger can do. There’s just no way to satisfy both of those desires that isn’t going to be a compromise no one is truly happy with. And thus, we have the 5e ranger.
Yeah something like that could work.If spellcasting as a subclass option is off the table, then I think modeling the ranger after the warlock is probably the least-bad way to go. Instead of invocations you could have wilderness knacks or whatever, and instead of spell slots you have… some sort of power point. It’s not my favorite solution, but like I said, it’s an ok compromise. At least with the warlock model it’s effectively an encounter resource instead of a daily one. And, you could make it feel less power point-y if you tied its default use to something (maybe a Hunter’s Mark type feature), and then your wilderness knacks could allow you to spend “uses of” that ability to do something else (which could include casting certain spells) instead, like how the UA wildfire druid could spend “uses of wildshape” to summon a pet. I don’t think it’s ideal for anyone, but under the parameters you’ve laid out, I think it’s the least bad option.
Yeah neither is a good solution.I don’t think a rogue subclass is capable of satisfying the folks who want a non-spellcasting ranger, any more than a spellcasting subclass for the non-spellcasting ranger would be for the folks who want a spellcasting ranger. I don’t like the idea of two classes that are basically the same but one casts spells and the other doesn’t any better though.
Ok fair.I mean, like, any wilderness/survivalist-related abilities that aren’t just +x on a subset of d20 rolls would be nice for a start.
Ah ok. It makes more sense to me now. I don’t have that “magic words” reaction at all to them casting spells, so it’s just a good way to represent what they do, combined with how magical D&D nature is.I get what you mean, being really good at tracking, in and of itself, doesn’t make a ranger. That’s exactly why a fighter with the outlander background or a scout rogue don’t scratch the ranger itch. If it’s just “the same survivalist stuff anyone can do but with higher numbers,” it doesn’t feel ranger-y. The ranger needs to be able to do things, actively, that make them more than just a real good lumberjack. And I get that that’s what spellcasting satisfies for some.
The problem for many others though, I think, is the vibe of D&D’s magic. Saying “abracadabra” to make the plants grow doesn’t feel like doing ranger things, even though some of the effects on the ranger spell list, do. Hunter’s Mark, Cordon of Arrows, Flame Arrows, Pass Without Trace, Longstrider, Speak With Animals; these are all effects that feel right for the ranger to be able to do. But being spells makes them feel wrong. It’s too ungrounded, too wizard-y, or at best druid-y. The ranger should be able to do these things because they’re preternaturally gifted at what they do, not because they know the right magic words.
A familiar would have to have ways to get buffed into a legitimate combat pet to do the trick, yeah.I agree that would be the best solution, but like @doctorbadwolf said, they don’t want to have to give up spellcasting to have a pet or whatever (and I assume Find Familiar wouldn’t cut it for them).
I think spell slots are not necessarily a bad thing as long as 1) ranger can do wilderness tricks without resorting to spells and 2) said spell slots can be used to fuel other abilities/features other than spells, not unlike a paladin's smites are not "spells" per se but use spell slots as a resource. Balancing smites and spells then becomes easier, and different character builds could lean toward one or the other without relying (too much) on subclasses.If spellcasting as a subclass option is off the table, then I think modeling the ranger after the warlock is probably the least-bad way to go. Instead of invocations you could have wilderness knacks or whatever, and instead of spell slots you have… some sort of power point. It’s not my favorite solution, but like I said, it’s an ok compromise. At least with the warlock model it’s effectively an encounter resource instead of a daily one. And, you could make it feel less power point-y if you tied its default use to something (maybe a Hunter’s Mark type feature), and then your wilderness knacks could allow you to spend “uses of” that ability to do something else (which could include casting certain spells) instead, like how the UA wildfire druid could spend “uses of wildshape” to summon a pet. I don’t think it’s ideal for anyone, but under the parameters you’ve laid out, I think it’s the least bad option.
I don’t think a rogue subclass is capable of satisfying the folks who want a non-spellcasting ranger, any more than a spellcasting subclass for the non-spellcasting ranger would be for the folks who want a spellcasting ranger. I don’t like the idea of two classes that are basically the same but one casts spells and the other doesn’t any better though.
Though there is one problem with that: What if I chose to pick a Ranger because I really want to do this wilderness adventure stuff and be good at it? But if it turns into an after-thought after a few levels... I might feel like my character's niche is irrelevant.If your DM is still using foraging as a valid exploration challenge at level 8 and you aren't one on the barren planes of Hell or the Abyss, then your DM is doing it wrong and doesn't understand the concept of tiers.
That's kinda the point.
A level 11 ranger is Super Ranger, the most badass ranger within 1000 miles. He or she isn't some random outdoorsman in a cabin.
The 0e ranger hade wizard and cleric spells do similutedArargorn's badassery. And Aragorn lived in Candyland compared to the Forgotten Realms. Imagine how much magic a ranger knight in LOTR would have if the orcs had Eye's of Gruumsh, stormborn barbarians, hexblades, and necromancers riding zombie griffins.
I don't think it's that they stop making sense so much as that they start getting glossed over. Fighting, picking locks and dealing with traps are seen as being part of the adventure - but wilderness travel is seen as being what happens on the way to the adventure. And once a group's established a baseline competency at it, it tends to start getting relegated to being just the red-line-on-the-map cutscene from the Indiana Jones movies.Though there is one problem with that: What if I chose to pick a Ranger because I really want to do this wilderness adventure stuff and be good at it? But if it turns into an after-thought after a few levels... I might feel like my character's niche is irrelevant.
I don't know if there is a solution to it, because once you fight dragons and demons more or less regularly, should adventures in the wild still matter? Or is there a way to reframe the wilderness to have something relevant with tracking, foreaging and so on even at high levels?
Other things you never seem to grow out off - Fighters always have to fight. Rogues always have locks to pick and traps to disable and sneak around. Wizards always need their spells and they become even more defining at higher levels, because suddenly you might be able to fly or teleport or turn rock to mud. But the "ranging" part of the Ranger that distinguish him from the Barbarian, Fighter or Rogue seem to stop making sense.
Are you implying that rangers can't craft mundane snare traps because there is nothing in their class mechanics that specifically discusses snare traps?The community won't even allow rangers to craft snare traps without casting a spell.