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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Level Up Class Preview: Ranger
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<blockquote data-quote="lichmaster" data-source="post: 8433579" data-attributes="member: 6683330"><p>Another very interesting preview! Overall I really like it, but I have several questions and observations:</p><p></p><ul> <li data-xf-list-type="ul">Trained accuracy: I like the idea, but a Wis 16 Ranger at level 2 could deal 6d6 + weapon damage by spending all the 3 usages he gets and hunter's target. That's way too much for a level 2 character. This feature should be level gated (i.e. you can spend more usages only at higher levels). In addition, this could also be used with accuracy reserve, so by staying still and attacking a marked enemy the ranger would get +2 to the attack.</li> <li data-xf-list-type="ul">Game hunting: very cool, but why can the bonus attack with the net be performed only if in the other hand the ranger has a double weapon? Why not allowing to do it with any 1 handed weapon?</li> <li data-xf-list-type="ul">Explorer's instincts: two reactions per round is cool. But it clashes with all the arguments made against Action Surge regarding breaking the action economy. It's less powerful than Action Surge, but still...</li> <li data-xf-list-type="ul">Flash of steel: very cool, but another big warning. I sincerely hope also the fighter (and maybe the berserker and herald) has a way to do something similar with other maneuvers, or we're back to an underwhelming fighter with little staying power.</li> <li data-xf-list-type="ul">High ground + Covered shot: do they stack? I mean, with covered shot you can turn half cover into an effective 3/4 cover. Is this enough to then trigger high ground and turn the 3/4 cover into full cover?</li> <li data-xf-list-type="ul">Extreme exploration: immunity to poison means to the poisoned status, damage, or both?</li> <li data-xf-list-type="ul">Nature's scion: Using master tracker at will is wasted if the ranger doesn't know it. If a player wants to get to level 20 as a ranger, the Master Tracker Knack is therefore almost mandatory. Better to give it automatically as a class feature at level 9, or as part of Nature's scion.</li> <li data-xf-list-type="ul">Summon Stampede: very cool! But Enraged fauna would need a couple of clarifications: you summon up to 3 huge CR creatures. Then it says choose any number of creatures you see: is there any range limitation, or could the ranger attack an entire horde by standing on a mountaintop? Are the 6d8 damage per creature that attacks or not?</li> </ul><p></p><p>Exploration Knacks</p><p>In general, these are all very flavorful! One question though, is: these rules do not specify any kind of environment? Does this mean that the ranger would be able to use foraging skills even when in Hell, or in the Astral Plane? Some notes about how to handle this for both the player and Narrator would be useful</p><ul> <li data-xf-list-type="ul">Expert forager: super nice. At level 1, with 4 minutes, an entire party of 4 gains 2 hp and 1 supply once per short rest. At higher levels though it's barely useful (5 hp per pc per short rest).</li> <li data-xf-list-type="ul">Healing Salves: At level 1, with an hour, a Wis 16 ranger can heal up to 4d4 hp of damage once per day. That's almost more than what an o5e Cleric can do by spending spell slots! At low level is very high, but at higher level it becomes only marginally useful</li> </ul><p></p><p>Archetypes</p><p>Beastmaster: I like the idea, but feels subpar wrt the other two.</p><ul> <li data-xf-list-type="ul">Beast whisperer: basically a poor meat shield. At level 20, a tiny cr 1/4 critter gets 120 temp hp and +6 AC. But it's still a CR 1/4 critter, doing paltry damage except for the +6 proficiency.</li> <li data-xf-list-type="ul">Loyalty's reward: seems a bit underwhelming for a level 15 feature.</li> </ul><p></p><p>Warden: nice, wild knight idea. I definitely see an elven patrol working this way.</p><p>- Riding out: same observation as Fash of steel. Unlimited usages of a maneuver means that it will be spammed non stop and become like Eldritch blast in o5e. This is more situational than Flash steel, though</p><p></p><p>Wildborn: basically the original o5e ranger with some additional magical features. Nice. What's really unclear is how does the spellcasting feature work with the text blob at page 224 regarding spellcasting. The blob mentions free 1/day use of each 1st level spell, then free 2 usages a day at level 9. Then at 17th level it talks about a second usage of level 2 spells, but no mention is done for the first usage of level 2 spells (presumably around level 13?). This all requires quite some editing and/or clarifications</p></blockquote><p></p>
[QUOTE="lichmaster, post: 8433579, member: 6683330"] Another very interesting preview! Overall I really like it, but I have several questions and observations: [LIST] [*]Trained accuracy: I like the idea, but a Wis 16 Ranger at level 2 could deal 6d6 + weapon damage by spending all the 3 usages he gets and hunter's target. That's way too much for a level 2 character. This feature should be level gated (i.e. you can spend more usages only at higher levels). In addition, this could also be used with accuracy reserve, so by staying still and attacking a marked enemy the ranger would get +2 to the attack. [*]Game hunting: very cool, but why can the bonus attack with the net be performed only if in the other hand the ranger has a double weapon? Why not allowing to do it with any 1 handed weapon? [*]Explorer's instincts: two reactions per round is cool. But it clashes with all the arguments made against Action Surge regarding breaking the action economy. It's less powerful than Action Surge, but still... [*]Flash of steel: very cool, but another big warning. I sincerely hope also the fighter (and maybe the berserker and herald) has a way to do something similar with other maneuvers, or we're back to an underwhelming fighter with little staying power. [*]High ground + Covered shot: do they stack? I mean, with covered shot you can turn half cover into an effective 3/4 cover. Is this enough to then trigger high ground and turn the 3/4 cover into full cover? [*]Extreme exploration: immunity to poison means to the poisoned status, damage, or both? [*]Nature's scion: Using master tracker at will is wasted if the ranger doesn't know it. If a player wants to get to level 20 as a ranger, the Master Tracker Knack is therefore almost mandatory. Better to give it automatically as a class feature at level 9, or as part of Nature's scion. [*]Summon Stampede: very cool! But Enraged fauna would need a couple of clarifications: you summon up to 3 huge CR creatures. Then it says choose any number of creatures you see: is there any range limitation, or could the ranger attack an entire horde by standing on a mountaintop? Are the 6d8 damage per creature that attacks or not? [/LIST] Exploration Knacks In general, these are all very flavorful! One question though, is: these rules do not specify any kind of environment? Does this mean that the ranger would be able to use foraging skills even when in Hell, or in the Astral Plane? Some notes about how to handle this for both the player and Narrator would be useful [LIST] [*]Expert forager: super nice. At level 1, with 4 minutes, an entire party of 4 gains 2 hp and 1 supply once per short rest. At higher levels though it's barely useful (5 hp per pc per short rest). [*]Healing Salves: At level 1, with an hour, a Wis 16 ranger can heal up to 4d4 hp of damage once per day. That's almost more than what an o5e Cleric can do by spending spell slots! At low level is very high, but at higher level it becomes only marginally useful [/LIST] Archetypes Beastmaster: I like the idea, but feels subpar wrt the other two. [LIST] [*]Beast whisperer: basically a poor meat shield. At level 20, a tiny cr 1/4 critter gets 120 temp hp and +6 AC. But it's still a CR 1/4 critter, doing paltry damage except for the +6 proficiency. [*]Loyalty's reward: seems a bit underwhelming for a level 15 feature. [/LIST] Warden: nice, wild knight idea. I definitely see an elven patrol working this way. - Riding out: same observation as Fash of steel. Unlimited usages of a maneuver means that it will be spammed non stop and become like Eldritch blast in o5e. This is more situational than Flash steel, though Wildborn: basically the original o5e ranger with some additional magical features. Nice. What's really unclear is how does the spellcasting feature work with the text blob at page 224 regarding spellcasting. The blob mentions free 1/day use of each 1st level spell, then free 2 usages a day at level 9. Then at 17th level it talks about a second usage of level 2 spells, but no mention is done for the first usage of level 2 spells (presumably around level 13?). This all requires quite some editing and/or clarifications [/QUOTE]
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