Like favored enemy does just tracking your favored enemy not combat boons and beast master makes you use your action to command the beast and even at level 17 the challenge rating of your companion is still 1/4 and you never get to level up your companion like in other subclasses such as circle of wildfire, drakewarden and some others.
Read favored enemy again.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
This means any intelligence tool check or any of the other 5 intelligence skills that require you to know about the Favored enemy. this means you don't need to waste a skill proficiency on such skills or you could double down with FT.
As such you get a lot of use out of a half(or less) a feature
This is very situational, most skill checks to recall information about creature is likely to be nature, though it could be religion if you foe is undead, fiend or celestial. On the other hand a lot of nature checks would be on things like terrain, plants, or climate only a few religion checks will be about creatures. If this feature gave advantage on checks against ANY creature it would be the equivalent of advantage on survival and nature checks, decent but not OP, unless 90% of your campaign is fighting one or two creature types this is too situational.
If there is a wizard or Artificer in the party, they will probably be better at the int checks even with this feature.
See
And paladins got divine sense that can track fiends celestials and
That is actively distorting the design of the skill system by being deliberately reductionist. As long as remembering details about such creature would factor into the success(wich is described as using intelligence) a player would get advantage.
Because gated information is so unpredictable inorder for a creature expert to feel knowledgeable they need a breadth of approaches. Each piece of info could be hidden behind any of the specific int skills (sometimes more than one but sometimes only a specific skill gives the information).
An adventure with a magical beast (like a white stag or unicorn) will you want the history of the beast or its uses in magical rituals or maybe just doing investigation around its habits or maybe the religious signs associated with such a creatures appearance. Assigning one skill per type is not how standard adventure design works. Flexibility in the adventure is great and it's resourceless.
Now a to preform the same functions you would need multiple adventurers(driud and mage) or require a significant build investment for any other classes than the ranger.
And again this is a half feature and the ranger chasis still gets more features (favored terrain one of the best equipment options, decent hit die, etc)
because not much DM’s use tracking enemy’s that often
So what. What are you talking about. Tracking. Ambush. Stealth. Perception. Surprise. These are all thing sun the ranger wheelhouse. Ranger have no issue I'm hitting those target. Or dealing damage. You're hyper focused on something that isn't a problem and doesn't need solved.
Like favored enemy does just tracking your favored enemy not combat boons and beast master makes you use your action to command the beast and even at level 17 the challenge rating of your companion is still 1/4 and you never get to level up your companion like in other subclasses such as circle of wildfire, drakewarden and some others.
Read favored enemy again.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
This means any intelligence tool check or any of the other 5 intelligence skills that require you to know about the Favored enemy. this means you don't need to waste a skill proficiency on such skills or you could double down with FT.
As such you get a lot of use out of a half(or less) a feature
This is very situational, most skill checks to recall information about creature is likely to be nature, though it could be religion if you foe is undead, fiend or celestial. On the other hand a lot of nature checks would be on things like terrain, plants, or climate only a few religion checks will be about creatures. If this feature gave advantage on checks against ANY creature it would be the equivalent of advantage on survival and nature checks, decent but not OP, unless 90% of your campaign is fighting one or two creature types this is too situational.
If there is a wizard or Artificer in the party, they will probably be better at the int checks even with this feature.
Is it? I find it is not. At least, if the players aren't meta gaming constantly. I find it comes up a lot. All of the intelligence checks get advantage. That means a high level of consistency all the time with no proficiency needed. Wizards and artificers might have proficiency in one or two along with a bonus. And that fine. That's group synergy. But the ranger can be right there with them.
Like favored enemy does just tracking your favored enemy not combat boons and beast master makes you use your action to command the beast and even at level 17 the challenge rating of your companion is still 1/4 and you never get to level up your companion like in other subclasses such as circle of wildfire, drakewarden and some others.
Read favored enemy again.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
This means any intelligence tool check or any of the other 5 intelligence skills that require you to know about the Favored enemy. this means you don't need to waste a skill proficiency on such skills or you could double down with FT.
As such you get a lot of use out of a half(or less) a feature
This is very situational, most skill checks to recall information about creature is likely to be nature, though it could be religion if you foe is undead, fiend or celestial. On the other hand a lot of nature checks would be on things like terrain, plants, or climate only a few religion checks will be about creatures. If this feature gave advantage on checks against ANY creature it would be the equivalent of advantage on survival and nature checks, decent but not OP, unless 90% of your campaign is fighting one or two creature types this is too situational.
If there is a wizard or Artificer in the party, they will probably be better at the int checks even with this feature.
See
And paladins got divine sense that can track fiends celestials and undead.
Paladins get to know if a specific group of creature types is literally right next to them. Completely different thing.
Some of you are suggesting swapping out features of the ranger that uses parts of the game you don't understand or choose not to use for features that use a part of the game you do understand and use, combat. That isn't a ranger problem. That is a table/DM/player(s) problem. Play a different class. Play a different game.
Rangers are complex and change how they need to be played over the tiers. They start off as woodland warriors and, at least thru L11 are pretty much just as capable ( minus action surge and great weapon fighting). But the ranger is also a spell caster and generally his most powerful spells are summonings not blasting/combat spells. The ranger is a bit of a loner, they work well in a party but they are really at their best soloing. They don’t have quite the capabilities of any other single class but the do have components of each so they are incredibly well rounded and versatile. Outside of the mage’s combat spells the ranger can do ( without spell use generally) pretty much anything the mage/cleric/druid can do with their non combat spells - thus freeing up the casters to focus on combat ( and maybe divination). If your group does use encumbrance and inventory/rations/components that just makes the ranger stronger.
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Wisea$$ DM and Player since 1979.
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That is actively distorting the design of the skill system by being deliberately reductionist. As long as remembering details about such creature would factor into the success(wich is described as using intelligence) a player would get advantage.
Because gated information is so unpredictable inorder for a creature expert to feel knowledgeable they need a breadth of approaches. Each piece of info could be hidden behind any of the specific int skills (sometimes more than one but sometimes only a specific skill gives the information).
An adventure with a magical beast (like a white stag or unicorn) will you want the history of the beast or its uses in magical rituals or maybe just doing investigation around its habits or maybe the religious signs associated with such a creatures appearance. Assigning one skill per type is not how standard adventure design works. Flexibility in the adventure is great and it's resourceless.
Now a to preform the same functions you would need multiple adventurers(driud and mage) or require a significant build investment for any other classes than the ranger.
And again this is a half feature and the ranger chasis still gets more features (favored terrain one of the best equipment options, decent hit die, etc)
So what. What are you talking about. Tracking. Ambush. Stealth. Perception. Surprise. These are all thing sun the ranger wheelhouse. Ranger have no issue I'm hitting those target. Or dealing damage. You're hyper focused on something that isn't a problem and doesn't need solved.
Is it? I find it is not. At least, if the players aren't meta gaming constantly. I find it comes up a lot. All of the intelligence checks get advantage. That means a high level of consistency all the time with no proficiency needed. Wizards and artificers might have proficiency in one or two along with a bonus. And that fine. That's group synergy. But the ranger can be right there with them.
Paladins get to know if a specific group of creature types is literally right next to them. Completely different thing.
Some of you are suggesting swapping out features of the ranger that uses parts of the game you don't understand or choose not to use for features that use a part of the game you do understand and use, combat. That isn't a ranger problem. That is a table/DM/player(s) problem. Play a different class. Play a different game.
Rangers are complex and change how they need to be played over the tiers. They start off as woodland warriors and, at least thru L11 are pretty much just as capable ( minus action surge and great weapon fighting). But the ranger is also a spell caster and generally his most powerful spells are summonings not blasting/combat spells. The ranger is a bit of a loner, they work well in a party but they are really at their best soloing. They don’t have quite the capabilities of any other single class but the do have components of each so they are incredibly well rounded and versatile. Outside of the mage’s combat spells the ranger can do ( without spell use generally) pretty much anything the mage/cleric/druid can do with their non combat spells - thus freeing up the casters to focus on combat ( and maybe divination). If your group does use encumbrance and inventory/rations/components that just makes the ranger stronger.
Wisea$$ DM and Player since 1979.