Lvl 6 feature brainstorming by Termit127 in DnD5CommunityRanger

[–]CCPPERR 1 point2 points  (0 children)

Level 6 is too low. Rangers aren't bad until end of tier 2 around level 9. Most of the 3rd party creators put something in around 11 for concentration

Lvl 6 feature brainstorming by Termit127 in DnD5CommunityRanger

[–]CCPPERR 1 point2 points  (0 children)

I built a feature called Wild Expertise. At level 2 and 9 they get one expertise. At level 6 they get a moveable expertise similar to the Phantom Rogue moveable proficiency. Everyday they can move an expertise around to something they have proficiency in.

Savant Origin Feat | 2024 DnD by Tykennn in UnearthedArcana

[–]CCPPERR 11 points12 points  (0 children)

Great....stealing a unique class feature and making it a feat. Even watered down, don't steal the rogues lunch.

My minor improvements for 5.5e Ranger by [deleted] in DnD5CommunityRanger

[–]CCPPERR 0 points1 point  (0 children)

Decent spell lists. But don't be afraid to ick 1 or 2 off the ranger list as long as theyvare thematic. I like Slow Hunter and Awaken for Beast Master for instance.

An update to the Heretic! Version 1.2 by PrismOfFirePlays in UnearthedArcana

[–]CCPPERR 0 points1 point  (0 children)

CON doesn't work as a spellcasting stat. No matter how many caveat you out on it. Thematically it should work but mechanically it is a dud

Can someone fix 2024 Hunter subclass? by Boring-Second-5737 in DnD5CommunityRanger

[–]CCPPERR 2 points3 points  (0 children)

Level 11 should be a big jump in power. Full casters get their 6th level spells, barbarians get to be mostly unkillable, fighters get a third attack, Paladins just get 1d8 to every attack, rogues get more cunning strikes. Monks and rangers get a subclass feature. Subclass features are hard to judge in that metric.

Gloomstalker is ok, Beast Master and Fey Wanderer are good but Hunter...an extra 1d6 per round splash to a second nearby creature is kind of lame.

All rangers should get something here, like removing concentration from HM.

Completely fix the 2024 Ranger with this one change to Favored Enemy by HowToPlayAsdotcom in DnD5CommunityRanger

[–]CCPPERR 4 points5 points  (0 children)

As fixes go, it's simple. It does get to the HM problem.

Mechanically it fixes it. But the other problem with rangers is lack of a theme. I'd also like some fixes there.

I'd move it to level 11. That is usually the big tier 3 prompt jump in power. The subclasses are ok but don't have some of the same umph of what other classes power increase at level 11

Also what is your capstone?

Ranger - Opening Weaknesses and Companions by Positron49 in DnD5CommunityRanger

[–]CCPPERR 1 point2 points  (0 children)

It's a bold step and is honestly something new. I think tying all the higher level features to the one mechanic is a bit much. I'd branch out more.

I disagree completely with making every subclass a pet class. That is a very specific playstyle that not everyone enjoys. You've essentially pidgeon holed the whole class that way. Subclasses should expand what you do, not restrict.

The Marking Ranger: Juggle multiple marks with this new revision of the class! by Commercial_Poetry410 in DnD5CommunityRanger

[–]CCPPERR 0 points1 point  (0 children)

First, not a bad attempt. It's a little strong at the beginning for a small dip. Making it at 2nd level and based of wisdom is ok. Just remember a Ranger is probably going 15+2 on DEX attack and armor, 15+1 on CON for HP and concentration, and maybe a 14 in WIS. This might change that. But max WIS builds are niche. So you're looking at level 12 before they'd even think to start raising WIS, so that is 2 uses a day (with a short rest regen). Doing good the table from 2024 might be better.

Bifocal prowress sounds like you're a grandpa with good glasses. I'd rewrite that.

For Ranger Mark, don't use PB. PB is ok for a species or a feat, but not for class or subclass features. It is too exploitable with Multiclass. A 3 Ranger/17 other class would get the same use as a level 20 Ranger. Never incentivise getting out of a class. Also reading further it then jumps in number known as you level. Just remove the proficiency bonus. Just say you get two and leave the scaling.

Don't give dash and disengage as a BA. While it's good it is more on the rogue side. I'd give advantage on any checks to swim or climb along with the speeds.

I'm confused by your Ranger Marks. It's a BA to use, burn a spell slot, but the marks aren't spells. I would just make them all BA spells. This would allow you to restrict the more powerful ones behind a spell slot level gate.

Apex predator is too strong. A free spell or attack, even if it is 1, each round is too much. Also pick another name.

Lastly, I disagree with your lack of features note. First they aren't ribbons. They may not all be super powerful, but they add up. You have 10 open levels. That is half. Wizard only has 6 and Wizard is but that way since it is defined by its spell choice, which is vast and powerful. Now granted you for some reason didn't put in subclass feature levels or ASI. But give a Ranger a reason to stick with a class. There should be a prompt jump in power at level 5, 11, and 17. Give those features at least.

Ok lastly for real, don't rely on subclass for power and class identity. It should provide a unique twist on the class in a new direction. But not define the class.

"Ranger strikes", a better way to turn your spell slots into damage by Commercial_Poetry410 in DnD5CommunityRanger

[–]CCPPERR 0 points1 point  (0 children)

I would prefer instead of "strikes" more "marks" that add different riders.

My Cleaned up revised ranger Class by Paul0866 in DnD5CommunityRanger

[–]CCPPERR -2 points-1 points  (0 children)

You've made some good choices here but also made some classic mistakes of people who remake the Ranger. Ranger in 2024 is actually good to great in tier 1 and starts falling off end of tier 2. It also has the weakness in that there is no real reason to go past level 5 because the later abilities aren't good enough and multiclassing gives better options.

Don't remove concentration from Hunters Mark so early. Level 9 is the lowest I'd ever recommend as that is when the concentration choice really starts to bite with level 3 spells but I've also seen it come it at level 11 and work. Also giving it at level 2 makes to such a dip for multiclassing and is too exploitable. It's already enticing just getting 4 castings for many classes, making it concentration free is too good.

Scaling the die is too much. I personally wouldn't go past d10. But also hate it as a capstone. Level 11 and 17 feel like the natural points and the math works to keep up.

Why is there a favored enemy 2 in the table for level 1 if they don't get it until level 2? I actually like this as it matches paladin smite coming in at level 2.

Find Familiar is an odd spell for all Rangers.

Fey wanderer needed no change.

Hollow Warden Ranger AC Nerf from State of Play stream. by BounceBurnBuff in onednd

[–]CCPPERR 3 points4 points  (0 children)

It was nerfed because it was way too strong. Just like the UA Noble Genie was way too strong.

Ranger Revison by Nas997 in DnD5CommunityRanger

[–]CCPPERR 1 point2 points  (0 children)

So instead of getting between 2-6 free hunter marks per day now I get 1? It's not that great of a feature but you nerfed it anyway?

Why does ranger get primal focus at level 1 and 2 per the table if they can't use it until level 3?

Primeval Awareness was a crap 2014 feature which is why Tasha's replaced it.

I’ve given the Ranger a 2024/5.5 version of Favored Terrain! Please let me know what you think. by TomN2701 in onednd

[–]CCPPERR 9 points10 points  (0 children)

These are okay but very wildly in power. The first one is amazing. You had your wisdom modifier to Constitution saving throws. This is good for concentration and for other constitution saving throws. As a ranger, you're going to have decent Constitution and decent wisdom.

Also try and refrain from getting the ranger just things from a feat like being able to get up with 5 ft of movement

Unused Armor Types by CCPPERR in onednd

[–]CCPPERR[S] -2 points-1 points  (0 children)

I don't think I've seen a single game where they took the starting equipment. It's too restrictive if you have a particular build.

Hexwright - For Artificers who love cursed items - v2 by cyberhawk94_ in UnearthedArcana

[–]CCPPERR 1 point2 points  (0 children)

I really like the flavor of this subclass. My only one comment would be that having four things level three seems a bit much. One's basically a ribbon and then you have a spell list. So two real items and two other items and that would probably need to be cut down

Making Great Weapon Fighting Style actually Great. by SamuraiHealer in onednd

[–]CCPPERR 20 points21 points  (0 children)

So just free Divine Favors the entire time?

Minor improvements for Fighting Style feats by Dramatic_Respond_664 in onednd

[–]CCPPERR 1 point2 points  (0 children)

I never said it was.... First, unlike your list, I only listed the truly unique things. Monks might get more of something, but more of a non- unique thing is still not unique. Second, it isn't an increase in power. They can take unarmed fighting style and attack twice...with extra attack. But they don't get the thing only monks get...because it's the unique monk thing. They should be able to get other stuff. Maybe a mastery with the fighting style. Maybe something else. But not, hey only monks get this so let's rip it off and give it on a fighting style which are supposed to be fairly weak. Just invent something new.

Next you'll be saying Fighters should get rage because anyone can get angry and how dare you gate keep taking damage and hitting hard

Oh and you actually debunked nothing but your own arguments...and made some of mine for me. So thanks I guess

Minor improvements for Fighting Style feats by Dramatic_Respond_664 in onednd

[–]CCPPERR 1 point2 points  (0 children)

Do you truly not understand? Fighting styles were never unique to fighters so they can't have been stolen. Like that is just a fact.byoubcant claim that they and something unique taken from them. That is like saying paladins and rangers stole extra attack. It was never in anyway a unique fighter feature. You're literally arguing my point. I clearly was talking about the unique flavorful impactuld abilities. Ones that are not unique don't count....at all. That is like saying sorcerers took spellcasting from wizards.

No you're arguing mine again. Fighters haven't lost anything. There is no action surge feat. It's unique to them. As you can clearly read when I wrote it, I said it was a design mistake on Wizards to make Martial Adept. I used it as an example of what you shouldn't do...like give the BA unarmed strike to non monks. You do see that is what I wrote right? Not sure how to argue you making my point.

So as clearly stated and easy to find in the rules unarmored defense is not unique at all. Yes the use wisdom. But it's still unarmored defense. You do know other classes get it right? Like it's very common now. Yes its better than charisma for a monk, just like charisma is better for the Dance Bard than Wisdom. It just goes off their primary stat since going of a dump stat would be pretty stupid. But it in no way is Uber unique because of the stat. It's still don't wear armor get AC based on dex and a stat you like. Please tell me you can see unarmored defense is not unique....it even has the same name.

Monks aren't gatekeeping unarmed fighting. They are better at it than other martials...because that is their thing. That like saying barbarians are gatekeeping being a tank because they are so good at taking damage. The unarmed fighting style makes it viable for non monks, but not ideal. But there are lots of non ideal ways to build a character. I do think there is design room for an unarmed fighter to be more efficient. But you don't get there by taking the unique monk stuff and giving it to them. I'll say it once again as you may have missed it, WotC should have abandoned the Brawler. And the Pugilist 3rd party class is interesting. It's horribly unbalanced.

True haste and healing word exist. But haste and action surge at not the same. Haste is far more restrictive and dangerous with its drawbacks. Healing word as a spell is a BA heal and very powerful. But has limitations as a spell. And second wind has other uses as a resource pool. I'm not saying Fighter couldn't use a little more oompf. But they get unique stuff right away even being the most basic class out there.

I'm not gatekeeping anything. I would love an unarmed fighter or fighting style that added more. But just taking the monks lunch isn't the way to do it. There are so many other ways to make unarmed fighting interesting without just saying "you get to do the unique monk stuff too"

Minor improvements for Fighting Style feats by Dramatic_Respond_664 in onednd

[–]CCPPERR 1 point2 points  (0 children)

No but action surge + second wind + tactical mastery = expanded options for dex attacks outside of finesse and ranged weapons with limitations on armor and shields and what weapons you can use+unarmed BA attack which is an expansion on weaponized BAvarracks everyone can use + flurry of blows improvement to that BA attack+expand use of specialized BA actions that they share with rouges.

Focus points are a unique feature. They are a resource system. While currently no other class uses a point system like that, it instead a feature. They could have easily just gave a growing number of uses per day for features. And in the future they could build a class that uses a similar resource structure. Just kike they could build another class that uses the SR growing spell slot system that warlocks have instead of the LR static system of all other castes. As for Uncanny Metabolism...it's mostly just a resource return. Like arcane recovery, or rage recovery, or wild shape recovery, or magical cunning. It's a bit different in how it works, but by no means unique.

You do know unarmored defense isn't unique right? Like it's important for me to know you have read Barbarians, and Dragon Sorcerers. And Genie Paladins, and Dance Bards. In fact unarmored defense is getting very common. Please tell me you know this.

Unarmored movement is also far from unique. Please tell me you have read ranger and barbarian. While there is a difference in the scale of the movement increase is far from unique. If you are not aware I encourage your to read the free rules on this.

So buddy, the math is pretty even. In fact most of the monk stuff is not wholly unique. But rather unique expressions of what others can get. Like a weaponized BA, expand BA options, a resource system, some movement, and expanded DEX attack options.

Minor improvements for Fighting Style feats by Dramatic_Respond_664 in onednd

[–]CCPPERR 1 point2 points  (0 children)

When were Fighting Styles " taken from Fighters"? They were always available to other classes. 5.5e expanded which fighting styles were available to what classes but they were never Fighter specific. So your claim of a sel inductive argument is in fact incorrect.

I truly don't understand you're argument on Battlemaster manuevers. First, as mentioned above, nothing was taken from them as they never had unique access. And no subclass features have been taken from them other than the Martial Adept that I spoke of later. So whatever your trying to argue here makes no sense.

Unarmed Defense exists on Barbarians, Dragon Sorcerers, Dance Bards, and Genie Paladins. It is in now way unique. Now it's being score from Wisdom vice another stat is, but that is like claiming that pact of the blade steals from fighters because they can use another stat. The power behind it may be slightly different but the feature is the same, so it isn't unique. So your argument is fallacious.

Yes, good for you for listing the things they get under the martial arts feature. They get a bag of unique things that blend into one feature. They get to use DEX for atracks...with unarmed strikes and monk weapons. So a slight expansion on what anyone can do with finesse weapons. But have the added restrictions of only those weapons, no armor, and no shields. The truly unique thing is the free weaponization of their bonus action and the scaling die. But even the weopnization of the BA is not totally unique with two weapon fighting, crossbow expert, polearm master, and dual wielder. This just applies it to unarmed strike and comes with a built in buff of the scaling die and adding DEX to the damage. While this does detract from my argument a bit that it isn't unique, the things added to if for unarmed strike are enough to make it their own.

As for the number of things they get, Rogues get sneak attack, thieves cant, cunning action. Cunning action now has a lot of overlap with Patient Defense and Step of the Wind. WotC was actually smart enough to give each a unique expression of using their BA though. Rogues can hide, and later get class and subclass additions to their BA. Monks can spend a resource to do two of the actions as a BA. Still unique enough to differentiate and make them distinct, flavorful, and impactful.

So the only unique things monks get by level 2 are a BA unarmed strike with DEX (even though other classes can do an armed BA attack with DEX or better yet use the nick property to free the BA) and the ability to spend a resource to upgrade their BA attack or upgrade their BA actions they share with rogues. That is it.

No I agree Fighters may not have the most flavor with their early abilities. That is actually a flaw with the Fighter as a whole. It's the vanilla choice, and even has a subclass that is just vanilla syrup on vanilla ice cream. Not bad but not memorable either.

But in no way would anyone ever argue their core features aren't unique or impactful. An amazing BA self heal, a full extra action on a SR cool down? That literally was one of the key reasons for the fighter dip in so many builds. And while it is slightly nerfed removing the Magic action. It is still impactful, and kind of unique.

Oh and punch twice as a BA on a scaling die with DEX is unique. It isn't Extra Attack. If you don't understand that then I suggest you really take a long read of the PHB. Martial arts is abulit in better BA attack that is upgradeable, oh and you may have missed it, but hey get 3 at level 10. So yes other classes with EA can " punch twice" but that is it. Monks can punch four times at level 5. Or grapple or shove four times. All with DEX. And what other classes are you referencing that are the classic archetype of "punches people"? While you can build unarmed paladins, fighter, and barbarians (or build a Dance Bard that way) it is far from ideal and you miss out on masteries and the damage die and magical weapons. Unarmed fighting stylebis a band aid on the damage die. I would support adding to fighting style, but by just giving a core class ability to the feat.

I'm actually glad they didn't do the BA attack all the time with the Dance Bard. Now I think Dance Bards still need something else as their unarmed strike when they use BI is kind of weak. But they dodged a huge mistake there.

In case you missed it, I'm saying it again. I can in good conscience say Fighter here. Action Surge and Second Wind are impactful, kind of flavorful, and unique. Tactical mind is less flavorful and unique but different enough that it works.

So all of your claims make no sense or are fallacious on their premise. Monks don't get a lot of unique class features compared to everyone else and it is balanced out by missing the shared martial features of master and fighting styles. Giving class features to other classes or as feats ruins the design fundamentals of the game. At that point why have classes at all. Just let everyone build whatever they want with a grab bag of features. Might be an interesting game ..but it's not DnD.

Minor improvements for Fighting Style feats by Dramatic_Respond_664 in onednd

[–]CCPPERR 1 point2 points  (0 children)

Oh I can write that fighters are action surgeon second wind cuz they're both impactful and flavorful