Or you could buy a donkey or mule. Of course every time our party does that the DM kills it. Trolls got one, Dragon got two, one ran off when we forgot to have someone hold it during a random encounter.
Yea, dragon would get pissed they got two meals that came with camping tents and spare rope bags.
meanwhile, sleeping in wet rain without shelter was fun.
10 coin to a lb is like a coin that’s 1.6 ounces. what about the size of a single silver dollar coin, or close to it, size of a large poker chip?
with that realistic dimension, 300 coin doesn’t really compute, but then much of the mechanics of any storage and dimensional structure is bare bones and best left to homebrewing better solutions.
better backpacks may very well exist or be created, so I run things where backpacks can hold 45lbs of weight, and sharp edges have to be covered or user has a 10% chance of backpack getting torn and has a chance of getting destroyed by tear, based on factors.
then trying to compare backpack weight and dimensions to other containers, that’s been madly debated then just as it’s questioned now.
I always buy a belt and several pouches to carry the stuff I need at hand and fast.
A few sacks to carry what i find along the way.
Trade out some of that starting equipment for what you want.
Pole arms can only be carried either in your hands or on a vehicle of some type. 10 foot poles are even harder to carry around. Try it one day.
If you just want a bigger backpack just talk to your DM and work it out. Just remember these are simple backpacks and not some sherpas' load bearing pack. And there are no quick release fasteners in D&D to make fighting easy,
My group doesn't bother to track weight. Most of us played as far back as 2e. We know how to track ammo, and weight and all that other crap. That said, none of us /enjoy/ it. We feel it doesn't add to our enjoyment to track it, so we don't. Also, we handwave packing the bags, and the DM usually gives us a bag of holding at the first reasonable opportunity so we don't feel like we need to spend any thought on it.
There have been zero complaints about not tracking our rations, ammo or weight.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Or you could buy a donkey or mule. Of course every time our party does that the DM kills it. Trolls got one, Dragon got two, one ran off when we forgot to have someone hold it during a random encounter.
Backup mule. You bring one along as bait, y'see.
The absolute void of player moves that you can use to defend another creature from harm means that a targeted pack animal is basically just gonna die. Same with NPCs unless they have a ton of HP for some reason. You can play a "defend the innocent" Paladin all you like, but you can't protect them. All you can do is kill the things that want to kill them, if you go first in the turn order. And you can make sad puppy dog eyes at the DM in a ploy to convince them to throw you a bone.
Unasked-for opinions below:
What you can do is limit the exposure your pack animal has to combat. Scouts to trigger or disarm ambushes ahead of you. Use your skills to find, or possibly use your magic to create, safe hiding places and natural deterrents. Actively create a reputation as people who are not to be trifled with. Be careful what routes you take. Find foul-smelling stuff to ward off predators. Maybe use magic to predict the weather so you don't have your camoflauge washed away or go out in the rain in giant-evil-earthworm territory. Pray to the gods of safe travel and stealth. Make offerings to them. Hire guides. Be prepared to negotiate with bandits and intelligent predators. Take on side work to avoid trouble.
Or, you can just ignore encumbrance and throw everything into Hammerspace and quickly begin flat-out skipping the part between the town and the dungeon. You won't typically find any trouble on the road that can kill you, and since you don't have any pack animals to look after, you're golden. Take whatever damage you take, and heal it all off the next morning. Your supplies will never be threatened, so you never have to worry about gathering food. Your stuff will never get stolen, so you'll only ever accumulate more and more wealth until you reach a point where you can either buy a town or the DM can agree to let you shop for a magic sword. And most importantly of all, you'll never be forced to contend with what you do and don't want to actually take into a situation. You can just have everything you've ever laid your hands on. Put it all in one big contiguous list. Your Inventory, available at all times, immune to all danger.
Yeah again my characters just have basically Skyrim inventories. Unlimited size until you hit the weight limit. Most campaigns I don’t even use encumbrance anyway…
same with travel time. I just say “you walk for a while and now you’re there”.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
That's not their entire schtick. Those are ribbons that go along with being a half caster.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
By getting rid of all travel you basically get rid of the need of any outdoor class or skills.
D&D is just going to go back to three or four classes and people just get to mix them as they want. Everything will just be a long list of abilities and skills they can pick and choose from.
So, when sleeping in medium or heavy armor, you regain fewer spent hit dice (but still fully heal all lost hit points) and do not recover any exhaustion levels, if your character happens to be exhausted (which they would not be simply from a normal day of adventuring and travel).
That is still massively more comfortable than the real life equivalent.
See I always disagreed with this rule. As someone who has slept in Chainmail, Scale Armor and even Plate Armor. It isn't that uncomfortable, I didn't lose any sleep and I got a good night's rest. Was ready to go the next day without any issues. With 1 or 2 exceptions anyone I know that has, were the same.
I haven't had a group that's paid attention to that rule since the 90s. Nobody wants to adjust their AC for not wearing armor, so we simply don't bother. That rule is legacy from the gygax days, not a balance thing.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
By getting rid of all travel you basically get rid of the need of any outdoor class or skills.
D&D is just going to go back to three or four classes and people just get to mix them as they want. Everything will just be a long list of abilities and skills they can pick and choose from.
You don't need an outdoor class, especially when the ranger's presence is to handwave it all anyways. Someone just takes survival and nature, it all works out.
What makes them a ranger is primal half-casting. A fighter can take survival and nature if necessary. A fighter needs to be a ranger to get the primal spells.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
It's less that this handwaving deletes the Ranger, and more that it deletes whoever wants to fill that role in a party. Whether they choose to do that by playing a Ranger, a Scout, a Wizard with some weird skill proficiencies, or whatever.
But it's not exactly the DM's fault.
PCs can get Fly at level 5. Given the carrying weight limits , it's all but certain that at least one PC will be strong enough to carry the others one by one. At that point they can cross any chasm or river, they can scale or descend any cliff, they can fly over toxic water or lava. Create Food and Water comes at the same level, and completely nullifies any gameplay that might involve supplying food and water for the party. "But wait," I hear you say. "They cost spell slots!" Indeed they do. But let's think. If a destination is one day away, do you need to Create Food? No. So you'll get it back when you rest for the night.
5e is not a game that supports the type of gameplay it implies with the base Ranger class (and the Outlander background, and the Scout subclass, and.... Just the Survival skill...). At least not for long. Level 5 is a quarter of the way up the level ladder. For 3/4 of the levels, exploration outdoors is basically pointless by design.
Is it any wonder, then, that people don't track supplies? It's literally wasted time if you can just conjure supplies with magic.
The ranger with Goodberry, can conjure those supplies at level 2. Druid can do it at level 1, so survival isn't a big deal. So, let's take a look at what "makes the ranger a ranger"
Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel. Who cares? We're going to arrive when the DM wants us to arrive.
Your group can’t become lost except by magical means. Again, who cares? We're going to arrive when the DM wants us to arrive.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. Non benefit. DMs give us perception checks. Only a bad DM doesn't allow you to roll to avoid an ambush. Bad DMs aren't going to let you out of his ambush because you have a ranger. If he wants to ambush you, he does.
If you are traveling alone, you can move stealthily at a normal pace. ohhhhh a benefit to splitting the party!!!! Never comes into play. Our recon missions take as long as they take, and they happen outside combat, so distance, movement speed is irrelevant.
When you forage, you find twice as much food as you normally would. Or you can just cast goodberry. Non benefit.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area Except when the DM doesn't want you to know these things. Then they get ignored. Again, non benefit
All these things that supposedly make the ranger unique are all non-factors. As someone who's played a ranger since the 80s...these features suck. They are useless, and actively DETRACT from rollplaying, because this stuff turns into a handwave. Oh, I want to do an exploration campaign? Too bad, I can never be lost! Difficult terrain doesn't slow us? Dude, it doesn't anyways. I can forage better? Nice! except nobody wants to do that and it gets handwaved, or someone just summons food starting at level 1 or 2. These features are utter garbage and add nothing to a party/campaign.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
The ranger with Goodberry, can conjure those supplies at level 2. Druid can do it at level 1, so survival isn't a big deal. So, let's take a look at what "makes the ranger a ranger"
Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel. Who cares? We're going to arrive when the DM wants us to arrive.
Your group can’t become lost except by magical means. Again, who cares? We're going to arrive when the DM wants us to arrive.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. Non benefit. DMs give us perception checks. Only a bad DM doesn't allow you to roll to avoid an ambush. Bad DMs aren't going to let you out of his ambush because you have a ranger. If he wants to ambush you, he does.
If you are traveling alone, you can move stealthily at a normal pace. ohhhhh a benefit to splitting the party!!!! Never comes into play. Our recon missions take as long as they take, and they happen outside combat, so distance, movement speed is irrelevant.
When you forage, you find twice as much food as you normally would. Or you can just cast goodberry. Non benefit.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area Except when the DM doesn't want you to know these things. Then they get ignored. Again, non benefit
All these things that supposedly make the ranger unique are all non-factors. As someone who's played a ranger since the 80s...these features suck. They are useless, and actively DETRACT from rollplaying, because this stuff turns into a handwave. Oh, I want to do an exploration campaign? Too bad, I can never be lost! Difficult terrain doesn't slow us? Dude, it doesn't anyways. I can forage better? Nice! except nobody wants to do that and it gets handwaved, or someone just summons food starting at level 1 or 2. These features are utter garbage and add nothing to a party/campaign.
Huh.
Every one of those features is exceptionally useful in my games.
and, as a woman, it probably has to do with the whole "sandbox", so you get there when you want to get there, if you don't get lost on the way.
In the same vein as: "Only a bad DM doesn't allow you to roll to avoid an ambush. Bad DMs aren't going to let you out of his ambush because you have a ranger. If he wants to ambush you, he does." I suppose that I should say only a bad DM would ignore the dangers of the wilderness and argue that "they are boring"...
... But that would be petty and equally untrue as the quoted section.
So instead I will say that I feel really bad for all these folks who haven't really gotten a chance to find out just how fun wilderness survival is, and how much it contributes to a campaign.
but then, folks don't want to do encumbrance or count ammunition, either -- which comes from the same place of thinking as tossing money into the free parking space in Monopoly.
My kids taught me a valuable phrase when it comes to video games -- "go hard or go home". Same rule applies here: playing on easy mode is just that -- easy.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
The ranger with Goodberry, can conjure those supplies at level 2. Druid can do it at level 1, so survival isn't a big deal. So, let's take a look at what "makes the ranger a ranger"
Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel. Who cares? We're going to arrive when the DM wants us to arrive.
Your group can’t become lost except by magical means. Again, who cares? We're going to arrive when the DM wants us to arrive.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. Non benefit. DMs give us perception checks. Only a bad DM doesn't allow you to roll to avoid an ambush. Bad DMs aren't going to let you out of his ambush because you have a ranger. If he wants to ambush you, he does.
If you are traveling alone, you can move stealthily at a normal pace. ohhhhh a benefit to splitting the party!!!! Never comes into play. Our recon missions take as long as they take, and they happen outside combat, so distance, movement speed is irrelevant.
When you forage, you find twice as much food as you normally would. Or you can just cast goodberry. Non benefit.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area Except when the DM doesn't want you to know these things. Then they get ignored. Again, non benefit
All these things that supposedly make the ranger unique are all non-factors. As someone who's played a ranger since the 80s...these features suck. They are useless, and actively DETRACT from rollplaying, because this stuff turns into a handwave. Oh, I want to do an exploration campaign? Too bad, I can never be lost! Difficult terrain doesn't slow us? Dude, it doesn't anyways. I can forage better? Nice! except nobody wants to do that and it gets handwaved, or someone just summons food starting at level 1 or 2. These features are utter garbage and add nothing to a party/campaign.
Huh.
Every one of those features is exceptionally useful in my games.
and, as a woman, it probably has to do with the whole "sandbox", so you get there when you want to get there, if you don't get lost on the way.
In the same vein as: "Only a bad DM doesn't allow you to roll to avoid an ambush. Bad DMs aren't going to let you out of his ambush because you have a ranger. If he wants to ambush you, he does." I suppose that I should say only a bad DM would ignore the dangers of the wilderness and argue that "they are boring"...
... But that would be petty and equally untrue as the quoted section.
So instead I will say that I feel really bad for all these folks who haven't really gotten a chance to find out just how fun wilderness survival is, and how much it contributes to a campaign.
but then, folks don't want to do encumbrance or count ammunition, either -- which comes from the same place of thinking as tossing money into the free parking space in Monopoly.
My kids taught me a valuable phrase when it comes to video games -- "go hard or go home". Same rule applies here: playing on easy mode is just that -- easy.
Yes well surely you are willing to admit that your game is on the unusual side, not really representative of the game as intended by the creators nor representative of the average of the rules as written.
Scrabbling about for basic necessities is fun and interesting for most only at the earliest levels, when it makes sense for poor, inexperienced characters to do so. Adventuring is high risk, high reward though and it doesn’t take long for the PC’s to become rich AF with very few places to spend their wealth in game. Food is 4gp/lb. It makes no sense for some of the richest, baddest MF’ers around to concern themselves with breakfast day in and day out unless you are specifically playing in some sort of low magic, grimdark, gritty survival setting.
“Oregon Trail” is for sure a legit game style. More power to you but most people don’t want to worry about dying of dysentery or starving to death because they got lost in the forest. Furthermore, it’s not the style of game that the standard rules lend themselves to. YMMV as always.
Well, given my campaign in the new world starts next month, lol, I was referring to existing rules in the books, not my table stuff.
I do run straight games, lol.
The biggest issue I see is that folks think of travel as boring, and, as you noted, find the mundane stuff sorta bleh. I suck out coin each week for mundane stuff (housing, food, taxes, blah blah), but I do use encumbrance and I do count ammunition even at high levels because they create tactical situations.
I will note that I have never done dysentery as a problem, though — I always sorta figure there is better general health care and sanitary habits, as well as fewer unseen critters in the water when you have magic.
My games require folks to plan and think about how to do stuff, I guess. That does make me an outlier these days, I suppose — far more than my additions to existing rules do.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Well, given my campaign in the new world starts next month, lol, I was referring to existing rules in the books, not my table stuff.
I do run straight games, lol.
The biggest issue I see is that folks think of travel as boring, and, as you noted, find the mundane stuff sorta bleh. I suck out coin each week for mundane stuff (housing, food, taxes, blah blah), but I do use encumbrance and I do count ammunition even at high levels because they create tactical situations.
I will note that I have never done dysentery as a problem, though — I always sorta figure there is better general health care and sanitary habits, as well as fewer unseen critters in the water when you have magic.
My games require folks to plan and think about how to do stuff, I guess. That does make me an outlier these days, I suppose — far more than my additions to existing rules do.
Well, given my campaign in the new world starts next month, lol, I was referring to existing rules in the books, not my table stuff.
I do run straight games, lol.
The biggest issue I see is that folks think of travel as boring, and, as you noted, find the mundane stuff sorta bleh. I suck out coin each week for mundane stuff (housing, food, taxes, blah blah), but I do use encumbrance and I do count ammunition even at high levels because they create tactical situations.
I will note that I have never done dysentery as a problem, though — I always sorta figure there is better general health care and sanitary habits, as well as fewer unseen critters in the water when you have magic.
My games require folks to plan and think about how to do stuff, I guess. That does make me an outlier these days, I suppose — far more than my additions to existing rules do.
Insinuating that others' games do not require thought and planning because they're not spending in game time foraging for food is a rather unfortunate and combative stance to take on the matter. My mistake for engaging I suppose. Good day.
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Yea, dragon would get pissed they got two meals that came with camping tents and spare rope bags.
meanwhile, sleeping in wet rain without shelter was fun.
10 coin to a lb is like a coin that’s 1.6 ounces. what about the size of a single silver dollar coin, or close to it, size of a large poker chip?
with that realistic dimension, 300 coin doesn’t really compute, but then much of the mechanics of any storage and dimensional structure is bare bones and best left to homebrewing better solutions.
better backpacks may very well exist or be created, so I run things where backpacks can hold 45lbs of weight, and sharp edges have to be covered or user has a 10% chance of backpack getting torn and has a chance of getting destroyed by tear, based on factors.
then trying to compare backpack weight and dimensions to other containers, that’s been madly debated then just as it’s questioned now.
I guess no one starts with cash
I always buy a belt and several pouches to carry the stuff I need at hand and fast.
A few sacks to carry what i find along the way.
Trade out some of that starting equipment for what you want.
Pole arms can only be carried either in your hands or on a vehicle of some type. 10 foot poles are even harder to carry around. Try it one day.
If you just want a bigger backpack just talk to your DM and work it out. Just remember these are simple backpacks and not some sherpas' load bearing pack. And there are no quick release fasteners in D&D to make fighting easy,
A dead pack animal is food. Its a walking meal for those tough times.
My group doesn't bother to track weight. Most of us played as far back as 2e. We know how to track ammo, and weight and all that other crap. That said, none of us /enjoy/ it. We feel it doesn't add to our enjoyment to track it, so we don't. Also, we handwave packing the bags, and the DM usually gives us a bag of holding at the first reasonable opportunity so we don't feel like we need to spend any thought on it.
There have been zero complaints about not tracking our rations, ammo or weight.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Backup mule. You bring one along as bait, y'see.
The absolute void of player moves that you can use to defend another creature from harm means that a targeted pack animal is basically just gonna die. Same with NPCs unless they have a ton of HP for some reason. You can play a "defend the innocent" Paladin all you like, but you can't protect them. All you can do is kill the things that want to kill them, if you go first in the turn order. And you can make sad puppy dog eyes at the DM in a ploy to convince them to throw you a bone.
Unasked-for opinions below:
What you can do is limit the exposure your pack animal has to combat. Scouts to trigger or disarm ambushes ahead of you. Use your skills to find, or possibly use your magic to create, safe hiding places and natural deterrents. Actively create a reputation as people who are not to be trifled with. Be careful what routes you take. Find foul-smelling stuff to ward off predators. Maybe use magic to predict the weather so you don't have your camoflauge washed away or go out in the rain in giant-evil-earthworm territory. Pray to the gods of safe travel and stealth. Make offerings to them. Hire guides. Be prepared to negotiate with bandits and intelligent predators. Take on side work to avoid trouble.
Or, you can just ignore encumbrance and throw everything into Hammerspace and quickly begin flat-out skipping the part between the town and the dungeon. You won't typically find any trouble on the road that can kill you, and since you don't have any pack animals to look after, you're golden. Take whatever damage you take, and heal it all off the next morning. Your supplies will never be threatened, so you never have to worry about gathering food. Your stuff will never get stolen, so you'll only ever accumulate more and more wealth until you reach a point where you can either buy a town or the DM can agree to let you shop for a magic sword. And most importantly of all, you'll never be forced to contend with what you do and don't want to actually take into a situation. You can just have everything you've ever laid your hands on. Put it all in one big contiguous list. Your Inventory, available at all times, immune to all danger.
Undead mounts are pretty safe. Nothing will want to eat them and they tend to have better stats than normal mounts.
Yeah again my characters just have basically Skyrim inventories. Unlimited size until you hit the weight limit. Most campaigns I don’t even use encumbrance anyway…
same with travel time. I just say “you walk for a while and now you’re there”.
Sad for the folks that want to play rangers in your world - you’ve eliminated their entire shtick.
Wisea$$ DM and Player since 1979.
how did he take away their druidic halfcasting?
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Exploration, travel, survival not the casting
Wisea$$ DM and Player since 1979.
That's not their entire schtick. Those are ribbons that go along with being a half caster.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
But its the only part that makes them a ranger,
By getting rid of all travel you basically get rid of the need of any outdoor class or skills.
D&D is just going to go back to three or four classes and people just get to mix them as they want.
Everything will just be a long list of abilities and skills they can pick and choose from.
I haven't had a group that's paid attention to that rule since the 90s. Nobody wants to adjust their AC for not wearing armor, so we simply don't bother. That rule is legacy from the gygax days, not a balance thing.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
You don't need an outdoor class, especially when the ranger's presence is to handwave it all anyways. Someone just takes survival and nature, it all works out.
What makes them a ranger is primal half-casting. A fighter can take survival and nature if necessary. A fighter needs to be a ranger to get the primal spells.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
It's less that this handwaving deletes the Ranger, and more that it deletes whoever wants to fill that role in a party. Whether they choose to do that by playing a Ranger, a Scout, a Wizard with some weird skill proficiencies, or whatever.
But it's not exactly the DM's fault.
PCs can get Fly at level 5. Given the carrying weight limits , it's all but certain that at least one PC will be strong enough to carry the others one by one. At that point they can cross any chasm or river, they can scale or descend any cliff, they can fly over toxic water or lava. Create Food and Water comes at the same level, and completely nullifies any gameplay that might involve supplying food and water for the party. "But wait," I hear you say. "They cost spell slots!" Indeed they do. But let's think. If a destination is one day away, do you need to Create Food? No. So you'll get it back when you rest for the night.
5e is not a game that supports the type of gameplay it implies with the base Ranger class (and the Outlander background, and the Scout subclass, and.... Just the Survival skill...). At least not for long. Level 5 is a quarter of the way up the level ladder. For 3/4 of the levels, exploration outdoors is basically pointless by design.
Is it any wonder, then, that people don't track supplies? It's literally wasted time if you can just conjure supplies with magic.
The ranger with Goodberry, can conjure those supplies at level 2. Druid can do it at level 1, so survival isn't a big deal. So, let's take a look at what "makes the ranger a ranger"
Natural Explorer
You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
All these things that supposedly make the ranger unique are all non-factors. As someone who's played a ranger since the 80s...these features suck. They are useless, and actively DETRACT from rollplaying, because this stuff turns into a handwave. Oh, I want to do an exploration campaign? Too bad, I can never be lost! Difficult terrain doesn't slow us? Dude, it doesn't anyways. I can forage better? Nice! except nobody wants to do that and it gets handwaved, or someone just summons food starting at level 1 or 2. These features are utter garbage and add nothing to a party/campaign.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Huh.
Every one of those features is exceptionally useful in my games.
and, as a woman, it probably has to do with the whole "sandbox", so you get there when you want to get there, if you don't get lost on the way.
In the same vein as: "Only a bad DM doesn't allow you to roll to avoid an ambush. Bad DMs aren't going to let you out of his ambush because you have a ranger. If he wants to ambush you, he does." I suppose that I should say only a bad DM would ignore the dangers of the wilderness and argue that "they are boring"...
... But that would be petty and equally untrue as the quoted section.
So instead I will say that I feel really bad for all these folks who haven't really gotten a chance to find out just how fun wilderness survival is, and how much it contributes to a campaign.
but then, folks don't want to do encumbrance or count ammunition, either -- which comes from the same place of thinking as tossing money into the free parking space in Monopoly.
My kids taught me a valuable phrase when it comes to video games -- "go hard or go home". Same rule applies here: playing on easy mode is just that -- easy.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Yes well surely you are willing to admit that your game is on the unusual side, not really representative of the game as intended by the creators nor representative of the average of the rules as written.
Scrabbling about for basic necessities is fun and interesting for most only at the earliest levels, when it makes sense for poor, inexperienced characters to do so. Adventuring is high risk, high reward though and it doesn’t take long for the PC’s to become rich AF with very few places to spend their wealth in game. Food is 4gp/lb. It makes no sense for some of the richest, baddest MF’ers around to concern themselves with breakfast day in and day out unless you are specifically playing in some sort of low magic, grimdark, gritty survival setting.
“Oregon Trail” is for sure a legit game style. More power to you but most people don’t want to worry about dying of dysentery or starving to death because they got lost in the forest. Furthermore, it’s not the style of game that the standard rules lend themselves to. YMMV as always.
Well, given my campaign in the new world starts next month, lol, I was referring to existing rules in the books, not my table stuff.
I do run straight games, lol.
The biggest issue I see is that folks think of travel as boring, and, as you noted, find the mundane stuff sorta bleh. I suck out coin each week for mundane stuff (housing, food, taxes, blah blah), but I do use encumbrance and I do count ammunition even at high levels because they create tactical situations.
I will note that I have never done dysentery as a problem, though — I always sorta figure there is better general health care and sanitary habits, as well as fewer unseen critters in the water when you have magic.
My games require folks to plan and think about how to do stuff, I guess. That does make me an outlier these days, I suppose — far more than my additions to existing rules do.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Insinuating that others' games do not require thought and planning because they're not spending in game time foraging for food is a rather unfortunate and combative stance to take on the matter. My mistake for engaging I suppose. Good day.