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Originally Posted by Princeps08
Originally Posted by Seraphael
Larian's Ranger homebrew is unbalanced on top of this and offers really bad "trap" choices like True Strike which is universally considered a horrible cantrip and more so for Hunter's Mark reliant Rangers. Where's Larian homebrew when it is called for? Sacred Flame is another trap choice - pitiful on a martial class. Protection from E/G is decent, but not when competing with Hunter's Mark. At the very least offer a free casting. The proficiencies are barely passable for Rangers as they are not thematic/obscure and Intelligence-based which is considered a dump-stat for Rangers. The Ranger Knight is clearly a stronger choice than most/all others given how much Larian has buffed Strength gameplay through their Shove and Jump mechanics, and having this appear to be the best choice is doubly problematic as it is a mismatch with what Rangers are supposed to be thematically. It's like making the "Armored Hulk" the best Rogue "subclass". Besides there are better subclasses (eg Oath of Ancients) that cover this kind of style anyway - so it doesn't really offer anything new. At least change recommended ability to Strength if you pick this so players new to D&D doesn't waste their points on Dex (another potential trap).

I actually don't mind the extra proficiency
i really dont care about those proficiency they can remove them for all i care.. We are playing a party based rpg and i can cover everything just fine without... RIght now only two are soem what ok, heavy armor and bounty hunter the rest is crap on it own.

anyway one DNd has the right idea remove that concentration from hunters mark.
Based on targets type hit
hunters mark doesn't need concentration for
Bounty hunters: Beasts and Monstrosities, Humanoid, dragons. You get the same passive + you learn a free ensnaring strike spell but still need spell slots for it.
Keeper of the Veil: Elementals, Fey, Plant, Beasts. Chance to entangle the marked target for two turns when you cast hunters mark on those targets + the same spells we get now
Mage Breaker:Aberration, Ooze, Construct, Elementals. chance to silence for two turn when you cast hunters mark on those targets.
Ranger Knight: Giant, Humanoid, Undead, Dragons. Heavy armor + 3m speed in heavy armor.
Sanctified Stalker: Undead, Fiend, Aberration, fey + you get the same cantrip and it has a extra +2 on DC on those marked targets. hunters mark has a chance of doing 2 radiant damage when cast on those targets

Last edited by Lastman; 01/01/23 07:26 AM.
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Originally Posted by Seraphael
Originally Posted by TomReneth
Bounty Hunter: You add the Ensnaring Strike spell to your spellbook. It does not count towards the number of Ranger spells you know and you cannot exchange it for another spell. You can cast Ensnaring Strike once per long rest without expending a spellslot, and normally with spellslots after that. Enemies have disadvantage on their saving throw when they are hit by an Ensnaring Strike cast by you.

Beast Tamer: You add the Speak With Animals spell to your spellbook. It does not count towards the number of Ranger spells you know and you cannot exchange it for another spell. You can cast it as a ritual (free, out of combat). You have advantage on dialogue checks when interacting with animals.

Monster Slayer (default in character creation): You add the Hunter's Mark spell to your spellbook. It does not count towards the number of Ranger spells you know and you cannot exchange it for another spell. You can cast it once per long rest without expending a spellslot, and normally with spellslots after than. You have advantage on saving throws to maintain concentration on Hunter's Mark.

So much better Favored Enemy/Natural Explorer than what we have currently! Wasteland Wanderer (Natural Explorer) should be given a similar treatment. The acknowledged problem with 5e Ranger is that many of the features are overly specialized and lack versatility. Larian must not have gotten that memo and make similar or worse design mistakes, so here's my take that should be more flexible, more immersive "world logic", and without a trap choice (cold):

Wasteland Wanderer: You add the Absorb Elements spell to your spellbook. It does not count towards the number of Ranger spells you know and you cannot exchange it for another spell. You can cast it once per long rest without expending a spellslot, and normally with spellslots after that. You gain Advantage on your first attack on the turn after using a reaction to absorb elements. Also works with ranged weapons.

Absorb Elements: Reaction to gain resistance vs acid, cold, fire, lightning, or thunder damage for 1 turn.
http://dnd5e.wikidot.com/spell:absorb-elements

I would combine Favored Enemy and Natural Explorer both into these features, because getting an additional spell and spellslot is really nice and the access to unique Ranger dialogue mostly covers the other side of these abilities as it is.


Don't you just hate it when people with dumb opinions have nice avatars?
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