To cut the long story short: what if the rangers' favored enemy and favored terrain features provided benefits themed to best help against a chosen enemy type, but with universal and substantial effect, akin to warlock's invocations? Examples:
Favored enemy:
Humanoid - you learn three humanoid (non-exotic) languages and gain expertise in insight and intimidation skills
Dragonkin - evasion feature
Giant - +1 to AC, attack, and saving throws per size category difference against enemies larger than you. If you're medium, it's +1 vs large, +2 vs huge, +3 vs gargantuan
Fey - advantage on saving throws vs charm, and you can now foil teleportation within 5ft. of you PB times per day
Undead - advantage on death saving throws, and you are immune to effects that would reduce your HP maximum or prevent you from regaining HP
Celestial - when enemy recovers HP, use your reaction to steal healing for yourself instead, PB times per long rest
Fiend - you gain the following spells: protection from evil and good, zone of truth, magic circle, banishment, dispel evil and good
Construct - advantage on perception and investigation checks to detect traps, and proficiency with thieves' tools and one type of artisan's tools (the reasoning behind this is that constructs are most commonly used as guardians and sentries, and in this role they're often used in conjunction with traps; also, studying inner working of mechanical creatures means learning certain crafts; lastly, it's just about versatility)
Ooze - you can't be surprised, and you gain +PB to initiative
Aberration - resistance to psychic damage, and enemies have disadvantage on attacks that would grapple you, while you have advantage on checks to escape grapple
Elemental - any fire, cold, lightning, thunder, or acid damage you receive is reduced by amount equal to your Constitution modifier
Plant - creatures that rely on blindsight or tremorsense have disadvantage on attacks against you, and you are invisible to blindsight and tremorsense if you don't move or take actions
Favored Terrain:
Coast - swimming speed equal to your walking speed, and you can stay underwater PB times longer
Mountain - climbing speed equal to your walking speed, and fall damage is reduced by PB*d6
Grassland - +10ft. walking speed, advantage on saving throws vs exhaustion, avoid automatic exhaustion by making a DC10 con saving throw
Underdark - +60ft. darkvision
Desert - fire resistance
Arctic - cold resistance
Swamp - poison resistance
Forest - you can hide when you're lightly obscured, and you get advantage on stealth checks when you're not moving
Urban - whenever you make an insight or history check, treat 9 or less on d20 as 10 (navigating in a city means navigating through people)
Something along these lines, for warlock-style customization. With three favored terrains and three favored enemies, that's six features. Five is ASI, four is subclass, level 2 is spellcasting and fighting style, level 5 is extra attack, which leaves us with three empty levels to fill with other core class features. What do you think?
I know this kind of thing was frequently suggested all the way back during the D&D Next playtest. It may have even been tried out during the playtest. They have something like this in the current iteration of the BG 3 early release, as well.
I think both Favored Enemy and Natural Explorer should be changed. I greatly prefer both alternatives from TCE, and I still don't really love Favored Foe.
I think these are great suggestions, rewarding a specific focus without wasting a class feature if the adventure/campaign doesn't lend itself that way.
With Favoured Foe/Hunter's Mark I never really understood why the focus was on a damage bonus. I feel like the Ranger is about unerring accuracy and a boost to attack bonus would have been more fitting.
Making Hunter's Mark a level 2 or 3 class feature but it being an attack bonus would work well in conjunction with the suggested Favoured Enemy & Favoured Terrain.
Spellcasting is a core class feature, and that feature grows stronger with almost every level. It's an unfortunate, albeit common, misconception that classes have dead levels.
You're better off looking at how Baldur's Gate 3 handles features like Favored Enemy and Natural Explorer. However, I think it still stops progression by 5th level. How the improvements to those features would work is anyone's guess. The only things I know I'd like to see are a 4th instance of those two, and to add urban as a terrain option.
Spellcasting is a core class feature, and that feature grows stronger with almost every level. It's an unfortunate, albeit common, misconception that classes have dead levels.
You're better off looking at how Baldur's Gate 3 handles features like Favored Enemy and Natural Explorer. However, I think it still stops progression by 5th level. How the improvements to those features would work is anyone's guess. The only things I know I'd like to see are a 4th instance of those two, and to add urban as a terrain option.
Are you saying the OP's ideas are good or bad or what?
The problem with urban rangers is that, well, they basically are just swapping the sterotypical Survival and Nature skills for ones that rogues usually take. Pretty much everything else is location agnostic, and you can get most of the rogue stuff through backgrounds while taking Stealth and Perception as ranger skills. You can realitically build an urban ranger as things are right now.
The problem with urban rangers is that, well, they basically are just swapping the sterotypical Survival and Nature skills for ones that rogues usually take. Pretty much everything else is location agnostic, and you can get most of the rogue stuff through backgrounds while taking Stealth and Perception as ranger skills. You can realitically build an urban ranger as things are right now.
An effective urban ranger for a particular city would have the (current) Urchin background since that background's feature lets you know where the secret ways within the city.
Ranger could definitely use a buff and these do seem similar to the BG3 solution. If these are enough to fix ranger, I dunno, might need slightly more, but needs play testing I guess.
I'm down for the half-casters getting Invocation equivalents. Its working pretty well for warlocks and artificers at least.
That said, if Rangers got invocations... it would be odd if *paladins* didn't get them as well, as the only half-caster left out.
Paladin could be done easily via Auras. Paladin Auras are pretty powerful tho, so it'd need some re-balancing, but aura of protection isn't inline with every paladin archetype to begin with... an example could be, being able to instead take Aura of Guidance, allowing a paladin to use their reaction to reroll an ally's weapon attack roll if they miss and makes it critical on a 19; as an example. Having options for Auras I think would be nice, more so given it's then focused on party effects rather than greedy effects.
Spellcasting is a core class feature, and that feature grows stronger with almost every level. It's an unfortunate, albeit common, misconception that classes have dead levels.
You're better off looking at how Baldur's Gate 3 handles features like Favored Enemy and Natural Explorer. However, I think it still stops progression by 5th level. How the improvements to those features would work is anyone's guess. The only things I know I'd like to see are a 4th instance of those two, and to add urban as a terrain option.
Are you saying the OP's ideas are good or bad or what?
Sorry, I didn't know I owed anyone that kind of answer. But, since you asked so bluntly, I've yet to see a single good idea from them on these forums since they've gone active.
For their suggestions for Favored Enemy. I don't understand where they're coming from. The point is to address a weakness, right? Okay, so what's the weakness? That the feature isn't explicitly focused on combat. Because that's all we want to do, right? And their solution is to give us a mishmash of social and wildly overpowered abilities that may or may not step on the toes of whatever race you're playing as, or whatever background you have. It's a lot of little stuff to keep track of.
Favored Terrain (Natural Explorer) has a similar problem. Mike Mearls toyed around with something similar in one of his Happy Fun Hours. Different choices would grant different passive benefits. Arctic would grant resistance to Cold damage. Desert would confer resistance to Fire damage. Forest would award proficiency in Perception. And they sound great, until you realize some people would have them already. We should try to avoid having anything stepping on toes. And rangers with Natural Explorer still get a ton of other benefits. But, if you listen to the loudest voices online, you'd think the player base hates those benefits. Because they never use them. Allegedly, that part of the game is boring and unfun.
And that just boggles my mind because overland travel, a hexcrawl, is just a dungeon by another name. How can anyone want to play D&D and not use one of the Ds? They're not bad. My worst criticism is they're not as organized as they could be. The designers are trusting we're smart enough to put it all together, which might not be for the best. But hindsight is 20/20.
I'm not opposed to the idea of Natural Explorer still having passive effects. And I like the idea of being able to swap the favored terrains out every so often. Exactly how often, and any other limits, is worthy of discussion. Rangers can swap spells out every level up. Maybe if they could also swap a terrain every time they learn a new one, that would be fine. And let them have up to four. It bugs me the two keep pace through 6th level and then diverge at the 10th and 14th.
My growing issue with a lot of these threads is they are poisonous self-gratification; which is a euphemistic term for something I cannot actually put to print on these forums. In one corner, it's the endless cycle of speculation; which inevitably leads to misunderstanding and people imaging arguments to get angry over. And in the other corner, it's people putting wish lists into the void that nobody is going to see or use because they can't. There are legal issues involved with taking someone else's idea. There's a reason why famous creatives on Twitter tell their fans not to submit them scripts or story ideas. So stuff like the OP put forth will not see print. And they're just going to get upset when their wish list doesn't come true. Whether they know it or not, they're feeding an outrage machine. Even if they're the only person who gets outraged. They're setting themself up for it.
What they want is demonstrably so different from what we have, and what we're likely to see next, that they're better off playing a different game or making their own. And this is not the first time I've said so.
The problem with urban rangers is that, well, they basically are just swapping the sterotypical Survival and Nature skills for ones that rogues usually take. Pretty much everything else is location agnostic, and you can get most of the rogue stuff through backgrounds while taking Stealth and Perception as ranger skills. You can realitically build an urban ranger as things are right now.
There are lots of ways to build a ranger, not all of which need Nature and/or Survival. They can act as a go-between for different civilizations just as easily as they can protect settlers from wild animals. The idea of allowing urban as a favored terrain is a play on the urban jungle. Cities can still be wild and dangerous. There is a criminal element. There are monsters. Crocodiles, giant spiders, and all manner of undead creatures are on the Urban Monsters table in the DMG. There are aboleths, and even a kraken, in the sewers beneath Neverwinter.
Urban is, and should be, a viable choice. Maybe even for druids, too.
Spellcasting is a core class feature, and that feature grows stronger with almost every level. It's an unfortunate, albeit common, misconception that classes have dead levels.
You're better off looking at how Baldur's Gate 3 handles features like Favored Enemy and Natural Explorer. However, I think it still stops progression by 5th level. How the improvements to those features would work is anyone's guess. The only things I know I'd like to see are a 4th instance of those two, and to add urban as a terrain option.
Are you saying the OP's ideas are good or bad or what?
Sorry, I didn't know I owed anyone that kind of answer. But, since you asked so bluntly, I've yet to see a single good idea from them on these forums since they've gone active.
...............
I didn't feel like you owed me anything, and I wasn't going to press for an answer if you didn't provide one.
Jounichi. Please read what people actually write. The very post you quoted talked about how to make urban ranger **right now** without Nature / Survival, especially with the right background. Crawling Chaos suggested Urchin, and that is indeed a good one for the concept.
The problem I have is that there's nothing left to do. 3e urban rangers primarily swapped the class skills that you took. Even that BG3 urban option you seem to hold in high regard just adds proficencies you can already get from Urchin background.
Unless you have a very specific mechanic not already covered in mind, urban rangers are not only already doable, but trivially easy to pull off.
For all that you seem opposed to kamchatmonk's suggestion, they actually already share similarities to BG3's Natural Explorer options. So it's kinda ironic you decry the one but suggest the other.
Jounichi. Please read what people actually write. The very post you quoted talked about how to make urban ranger **right now** without Nature / Survival, especially with the right background. Crawling Chaos suggested Urchin, and that is indeed a good one for the concept.
The problem I have is that there's nothing left to do. 3e urban rangers primarily swapped the class skills that you took. Even that BG3 urban option you seem to hold in high regard just adds proficencies you can already get from Urchin background.
Unless you have a very specific mechanic not already covered in mind, urban rangers are not only already doable, but trivially easy to pull off.
For all that you seem opposed to kamchatmonk's suggestion, they actually already share similarities to BG3's Natural Explorer options. So it's kinda ironic you decry the one but suggest the other.
You know another skill proficiency that could potentially be useful for an urban ranger? History.
If you know the history of the city, you might know stuff about its defenses, its important locations, its laws, and its factions (including their territories and leaders and such).
Jounichi. Please read what people actually write. The very post you quoted talked about how to make urban ranger **right now** without Nature / Survival, especially with the right background. Crawling Chaos suggested Urchin, and that is indeed a good one for the concept.
The problem I have is that there's nothing left to do. 3e urban rangers primarily swapped the class skills that you took. Even that BG3 urban option you seem to hold in high regard just adds proficencies you can already get from Urchin background.
Unless you have a very specific mechanic not already covered in mind, urban rangers are not only already doable, but trivially easy to pull off.
For all that you seem opposed to kamchatmonk's suggestion, they actually already share similarities to BG3's Natural Explorer options. So it's kinda ironic you decry the one but suggest the other.
Now whose not reading?
I don't hold BG3 in high regard. I haven't even played it. That information came from the wiki, and I merely presented it as a cleaner alternative.
And saying the Urchin background can be an adequate replacement for every bullet of Natural Explorer is, well, ignorant. Setting the name of the feature aside, how can you possibly think they're even comparable? And you know they could stack, right? Being able to move at double the normal speed of a slow pace is still faster than the typical fast pace, and they can do that while using Stealth. It means tracking a target and remaining alert to danger. It means expertise on any Intelligence or Wisdom check, related to cities, they're already proficient with. (They don't even have to be in the city to use that one.) They already have Insight and Investigation on their list of available skill proficiencies. Getting something like History from another source wouldn't be difficult.
Do people just...not read and simply assume they know everything because someone else told them what to think?
In general I like the basic idea a lot and it makes sense, I do think some of the abilities listed are powerful but I cannot say if they are balanced as I have not seen any of the 1D&D classes to compare them to.
I also always ask , how would someone get this ability, why would they have it, does it fit balance wise and does it make sense.
I don't hold BG3 in high regard. I haven't even played it. That information came from the wiki, and I merely presented it as a cleaner alternative.
That's... not the gacha you think it is. You clearly hold the Balder's Gate games in high enough regard to bring up the games on multiple occasions. If anything, I have been reading enough of your posts to know that much.
And saying the Urchin background can be an adequate replacement for every bullet of Natural Explorer is, well, ignorant.
You have a very nasty habit of looking down on people and insulting them for disagreeing with you. That doesn't make you right, and people who disagree with you aren't dumb. This all just comes off as some DARVO method.
The Natural Explorer points are designed to be used when using accellerated time frames during traveling, anything from minutes, to hours or days. D&D cities simply aren't large enough to acomedate most of that traveling, nor will you generally be navigating, foraging or tracking while city traveling.
"Foraging" in the "urban jungle" generally means stealing. That's something that's going to need rolls, not hand waved away. And if there's enough natural fruits or small game? Well, elf cities are in forests, dwarves in mountains and Underdark. Humans traditionally live in grasslands, but are known to be found in, say, Icewind Dale's Ten Towns, an artic terrain. Coastal cities are on the coast - fishing requires the same skill, be it on the piers or on a deserted beach.
Tracking in cities require different set of skills - the sheer mass of people destroy any spoor you might follow, so you need to use magic or you could use one of the various spells that Rangers have to find the way. "I want to track those humanoid thieves in the city!" "You find humanoid tracks going everywhere, including to various thieves living in the slums, congrats." But lets say your DM does let you track someone while stealth'd. You get to move ahead of the party while stealth'd and move slightly faster. Meanwhile, the rogue uses Disguise Kit and travels at the same normal speed.
Natural Explorer was given a suggested replacement in Tasha's for a few reasons- people were unsatisfied with how it played. We are very unlikely to see it return in its PHB form.
Do people just...not read and simply assume they know everything because someone else told them what to think?
No, people played the class and formed their own opinions, as I did. Or they armchair expert'd it after reading the material and forming their own opinions. Very few people here are just repeating things, if any.
I've spoken about my experiences with a Beastmaster Ranger going through Lost Mines on the Ranger board once or twice already. I know what I'm talking about when it comes to pre-Tasha ranger.
It's not a "gotcha" since I haven't played a single one of them. I don't know why you think I hold them in such high regard. This was the most I've talked about them in God knows how long.
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To cut the long story short: what if the rangers' favored enemy and favored terrain features provided benefits themed to best help against a chosen enemy type, but with universal and substantial effect, akin to warlock's invocations? Examples:
Favored enemy:
Favored Terrain:
Something along these lines, for warlock-style customization. With three favored terrains and three favored enemies, that's six features. Five is ASI, four is subclass, level 2 is spellcasting and fighting style, level 5 is extra attack, which leaves us with three empty levels to fill with other core class features. What do you think?
I'm down for the half-casters getting Invocation equivalents. Its working pretty well for warlocks and artificers at least.
That said, if Rangers got invocations... it would be odd if *paladins* didn't get them as well, as the only half-caster left out.
I really like this idea. It keeps the intended flavor of both favored enemy and terrain without needing investment by the DM.
I know this kind of thing was frequently suggested all the way back during the D&D Next playtest. It may have even been tried out during the playtest. They have something like this in the current iteration of the BG 3 early release, as well.
I think both Favored Enemy and Natural Explorer should be changed. I greatly prefer both alternatives from TCE, and I still don't really love Favored Foe.
I think these are great suggestions, rewarding a specific focus without wasting a class feature if the adventure/campaign doesn't lend itself that way.
With Favoured Foe/Hunter's Mark I never really understood why the focus was on a damage bonus. I feel like the Ranger is about unerring accuracy and a boost to attack bonus would have been more fitting.
Making Hunter's Mark a level 2 or 3 class feature but it being an attack bonus would work well in conjunction with the suggested Favoured Enemy & Favoured Terrain.
And they could be called "tenets".
Spellcasting is a core class feature, and that feature grows stronger with almost every level. It's an unfortunate, albeit common, misconception that classes have dead levels.
You're better off looking at how Baldur's Gate 3 handles features like Favored Enemy and Natural Explorer. However, I think it still stops progression by 5th level. How the improvements to those features would work is anyone's guess. The only things I know I'd like to see are a 4th instance of those two, and to add urban as a terrain option.
Are you saying the OP's ideas are good or bad or what?
The problem with urban rangers is that, well, they basically are just swapping the sterotypical Survival and Nature skills for ones that rogues usually take. Pretty much everything else is location agnostic, and you can get most of the rogue stuff through backgrounds while taking Stealth and Perception as ranger skills. You can realitically build an urban ranger as things are right now.
An effective urban ranger for a particular city would have the (current) Urchin background since that background's feature lets you know where the secret ways within the city.
Ranger could definitely use a buff and these do seem similar to the BG3 solution. If these are enough to fix ranger, I dunno, might need slightly more, but needs play testing I guess.
Paladin could be done easily via Auras. Paladin Auras are pretty powerful tho, so it'd need some re-balancing, but aura of protection isn't inline with every paladin archetype to begin with... an example could be, being able to instead take Aura of Guidance, allowing a paladin to use their reaction to reroll an ally's weapon attack roll if they miss and makes it critical on a 19; as an example. Having options for Auras I think would be nice, more so given it's then focused on party effects rather than greedy effects.
Sorry, I didn't know I owed anyone that kind of answer. But, since you asked so bluntly, I've yet to see a single good idea from them on these forums since they've gone active.
For their suggestions for Favored Enemy. I don't understand where they're coming from. The point is to address a weakness, right? Okay, so what's the weakness? That the feature isn't explicitly focused on combat. Because that's all we want to do, right? And their solution is to give us a mishmash of social and wildly overpowered abilities that may or may not step on the toes of whatever race you're playing as, or whatever background you have. It's a lot of little stuff to keep track of.
Favored Terrain (Natural Explorer) has a similar problem. Mike Mearls toyed around with something similar in one of his Happy Fun Hours. Different choices would grant different passive benefits. Arctic would grant resistance to Cold damage. Desert would confer resistance to Fire damage. Forest would award proficiency in Perception. And they sound great, until you realize some people would have them already. We should try to avoid having anything stepping on toes. And rangers with Natural Explorer still get a ton of other benefits. But, if you listen to the loudest voices online, you'd think the player base hates those benefits. Because they never use them. Allegedly, that part of the game is boring and unfun.
And that just boggles my mind because overland travel, a hexcrawl, is just a dungeon by another name. How can anyone want to play D&D and not use one of the Ds? They're not bad. My worst criticism is they're not as organized as they could be. The designers are trusting we're smart enough to put it all together, which might not be for the best. But hindsight is 20/20.
I'm not opposed to the idea of Natural Explorer still having passive effects. And I like the idea of being able to swap the favored terrains out every so often. Exactly how often, and any other limits, is worthy of discussion. Rangers can swap spells out every level up. Maybe if they could also swap a terrain every time they learn a new one, that would be fine. And let them have up to four. It bugs me the two keep pace through 6th level and then diverge at the 10th and 14th.
My growing issue with a lot of these threads is they are poisonous self-gratification; which is a euphemistic term for something I cannot actually put to print on these forums. In one corner, it's the endless cycle of speculation; which inevitably leads to misunderstanding and people imaging arguments to get angry over. And in the other corner, it's people putting wish lists into the void that nobody is going to see or use because they can't. There are legal issues involved with taking someone else's idea. There's a reason why famous creatives on Twitter tell their fans not to submit them scripts or story ideas. So stuff like the OP put forth will not see print. And they're just going to get upset when their wish list doesn't come true. Whether they know it or not, they're feeding an outrage machine. Even if they're the only person who gets outraged. They're setting themself up for it.
What they want is demonstrably so different from what we have, and what we're likely to see next, that they're better off playing a different game or making their own. And this is not the first time I've said so.
There are lots of ways to build a ranger, not all of which need Nature and/or Survival. They can act as a go-between for different civilizations just as easily as they can protect settlers from wild animals. The idea of allowing urban as a favored terrain is a play on the urban jungle. Cities can still be wild and dangerous. There is a criminal element. There are monsters. Crocodiles, giant spiders, and all manner of undead creatures are on the Urban Monsters table in the DMG. There are aboleths, and even a kraken, in the sewers beneath Neverwinter.
Urban is, and should be, a viable choice. Maybe even for druids, too.
...............
I didn't feel like you owed me anything, and I wasn't going to press for an answer if you didn't provide one.
Jounichi. Please read what people actually write. The very post you quoted talked about how to make urban ranger **right now** without Nature / Survival, especially with the right background. Crawling Chaos suggested Urchin, and that is indeed a good one for the concept.
The problem I have is that there's nothing left to do. 3e urban rangers primarily swapped the class skills that you took. Even that BG3 urban option you seem to hold in high regard just adds proficencies you can already get from Urchin background.
Unless you have a very specific mechanic not already covered in mind, urban rangers are not only already doable, but trivially easy to pull off.
For all that you seem opposed to kamchatmonk's suggestion, they actually already share similarities to BG3's Natural Explorer options. So it's kinda ironic you decry the one but suggest the other.
You know another skill proficiency that could potentially be useful for an urban ranger? History.
If you know the history of the city, you might know stuff about its defenses, its important locations, its laws, and its factions (including their territories and leaders and such).
Now whose not reading?
I don't hold BG3 in high regard. I haven't even played it. That information came from the wiki, and I merely presented it as a cleaner alternative.
And saying the Urchin background can be an adequate replacement for every bullet of Natural Explorer is, well, ignorant. Setting the name of the feature aside, how can you possibly think they're even comparable? And you know they could stack, right? Being able to move at double the normal speed of a slow pace is still faster than the typical fast pace, and they can do that while using Stealth. It means tracking a target and remaining alert to danger. It means expertise on any Intelligence or Wisdom check, related to cities, they're already proficient with. (They don't even have to be in the city to use that one.) They already have Insight and Investigation on their list of available skill proficiencies. Getting something like History from another source wouldn't be difficult.
Do people just...not read and simply assume they know everything because someone else told them what to think?
In general I like the basic idea a lot and it makes sense, I do think some of the abilities listed are powerful but I cannot say if they are balanced as I have not seen any of the 1D&D classes to compare them to.
I also always ask , how would someone get this ability, why would they have it, does it fit balance wise and does it make sense.
For example how does one gain darkvision?
That's... not the gacha you think it is. You clearly hold the Balder's Gate games in high enough regard to bring up the games on multiple occasions. If anything, I have been reading enough of your posts to know that much.
You have a very nasty habit of looking down on people and insulting them for disagreeing with you. That doesn't make you right, and people who disagree with you aren't dumb. This all just comes off as some DARVO method.
The Natural Explorer points are designed to be used when using accellerated time frames during traveling, anything from minutes, to hours or days. D&D cities simply aren't large enough to acomedate most of that traveling, nor will you generally be navigating, foraging or tracking while city traveling.
"Foraging" in the "urban jungle" generally means stealing. That's something that's going to need rolls, not hand waved away. And if there's enough natural fruits or small game? Well, elf cities are in forests, dwarves in mountains and Underdark. Humans traditionally live in grasslands, but are known to be found in, say, Icewind Dale's Ten Towns, an artic terrain. Coastal cities are on the coast - fishing requires the same skill, be it on the piers or on a deserted beach.
Tracking in cities require different set of skills - the sheer mass of people destroy any spoor you might follow, so you need to use magic or you could use one of the various spells that Rangers have to find the way. "I want to track those humanoid thieves in the city!" "You find humanoid tracks going everywhere, including to various thieves living in the slums, congrats." But lets say your DM does let you track someone while stealth'd. You get to move ahead of the party while stealth'd and move slightly faster. Meanwhile, the rogue uses Disguise Kit and travels at the same normal speed.
Natural Explorer was given a suggested replacement in Tasha's for a few reasons- people were unsatisfied with how it played. We are very unlikely to see it return in its PHB form.
No, people played the class and formed their own opinions, as I did. Or they armchair expert'd it after reading the material and forming their own opinions. Very few people here are just repeating things, if any.
I've spoken about my experiences with a Beastmaster Ranger going through Lost Mines on the Ranger board once or twice already. I know what I'm talking about when it comes to pre-Tasha ranger.
It's not a "gotcha" since I haven't played a single one of them. I don't know why you think I hold them in such high regard. This was the most I've talked about them in God knows how long.