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Why are non-caster Ranger themes so popular?
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<blockquote data-quote="Horwath" data-source="post: 8416618" data-attributes="member: 6801299"><p>How to describe ranger in the rules simply? that is the problem. Also not stepping on rogues toes, but that could be difficult.</p><p></p><p>Ranger is a woodsman or guerilla fighter or skirmisher or what ever, so...</p><p></p><p>Starting skills: Stealth, Nature, Perception, Survival. Ranger get 4 skills, but they are fixed. Unless already having one or more already from background/race/feats/whatever. Then pick from ranger class skills a number of skills that have been doubled.</p><p></p><p>Ranger is an expert woodsman: expert is best described with, well... expertise. Canny feature from Tasha's is a good variant. Maybe add that you can exchange every instance of Favored foe(levels 1,6,14) for 3 more instances of canny. And/or add extra class skill to canny(as was in UA)</p><p></p><p>Ranger is also an ultimate tracker. So add advantage for Survival checks used for tracking.</p><p></p><p>Endurance: Rangers can push themselves above the limit of regular folk. How to describe that? Have rangers halve their effective exhaustion level(round down). So rangers do not have any penalties with 1 level of exhaustion and die only when they suffer 12(effective 6) levels of it.</p><p></p><p>Environmental adaptation: rangers gain resistance to cold and fire and altitude adaptation.</p><p></p><p>Superior senses: rangers get darkvision 60ft, then 120ft(or improvement on existing), then see through magical darkness, then gain tremor sense, then blindsight. All can be spread through 20 levels.</p><p></p><p>Superior stamina: rangers can, if they chose, take benefit of a long rest on a short rest. Once used it cannot be used again until 2 "normal" long rests are completed.</p><p></p><p>Healing salves: as a part of a long rest ranger can make a number of healing salves equal to proficiency modifier.</p><p>they take one minute to apply and heal 2 HP per ranger level. If used during short rest the target regains MAX HP from healing dice.</p><p>If used at the start of a long rest target regains ALL HDs on that long rest instead of half and can compete long rest in 6hrs instead of 8(3 for elves).</p><p></p><p>Elemental weapons: rangers add 1d6 or acid, cold, fire, lightning or thunder damage to their attacks. Later on it is increased to 2d6.</p><p></p><p>Similar for favored terrain but global: rangers can move overland at fast pace and have no penalty on Stealth and Perception. They can also forage, track, navigate and remain alert to danger at the same time. Drawing a map is still a trait of tool proficiency as described in XGE.</p><p></p><p></p><p>These are not in any order by levels, just suggestions for features instead of spells.</p><p></p><p></p><p>Also, none of the rangers abilities should remove am exploration challenge, just help with resolution: giving an advantage or reducing time investment or giving extra benefit from default resolution. </p><p></p><p>Auto-success is not fun. Being able to do thing better or with more options or with more beneficial effects if successful is.</p></blockquote><p></p>
[QUOTE="Horwath, post: 8416618, member: 6801299"] How to describe ranger in the rules simply? that is the problem. Also not stepping on rogues toes, but that could be difficult. Ranger is a woodsman or guerilla fighter or skirmisher or what ever, so... Starting skills: Stealth, Nature, Perception, Survival. Ranger get 4 skills, but they are fixed. Unless already having one or more already from background/race/feats/whatever. Then pick from ranger class skills a number of skills that have been doubled. Ranger is an expert woodsman: expert is best described with, well... expertise. Canny feature from Tasha's is a good variant. Maybe add that you can exchange every instance of Favored foe(levels 1,6,14) for 3 more instances of canny. And/or add extra class skill to canny(as was in UA) Ranger is also an ultimate tracker. So add advantage for Survival checks used for tracking. Endurance: Rangers can push themselves above the limit of regular folk. How to describe that? Have rangers halve their effective exhaustion level(round down). So rangers do not have any penalties with 1 level of exhaustion and die only when they suffer 12(effective 6) levels of it. Environmental adaptation: rangers gain resistance to cold and fire and altitude adaptation. Superior senses: rangers get darkvision 60ft, then 120ft(or improvement on existing), then see through magical darkness, then gain tremor sense, then blindsight. All can be spread through 20 levels. Superior stamina: rangers can, if they chose, take benefit of a long rest on a short rest. Once used it cannot be used again until 2 "normal" long rests are completed. Healing salves: as a part of a long rest ranger can make a number of healing salves equal to proficiency modifier. they take one minute to apply and heal 2 HP per ranger level. If used during short rest the target regains MAX HP from healing dice. If used at the start of a long rest target regains ALL HDs on that long rest instead of half and can compete long rest in 6hrs instead of 8(3 for elves). Elemental weapons: rangers add 1d6 or acid, cold, fire, lightning or thunder damage to their attacks. Later on it is increased to 2d6. Similar for favored terrain but global: rangers can move overland at fast pace and have no penalty on Stealth and Perception. They can also forage, track, navigate and remain alert to danger at the same time. Drawing a map is still a trait of tool proficiency as described in XGE. These are not in any order by levels, just suggestions for features instead of spells. Also, none of the rangers abilities should remove am exploration challenge, just help with resolution: giving an advantage or reducing time investment or giving extra benefit from default resolution. Auto-success is not fun. Being able to do thing better or with more options or with more beneficial effects if successful is. [/QUOTE]
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Why are non-caster Ranger themes so popular?
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