ToA hexcrawl boils down to 90% Survival checks and random encounter tables which I would not personally say is engaging as combat or social encounters by and large.
Not to mention, in alot of dungeons the encounters are all usually designed to play into the lore/story of that particular location, providing potential tools and clues to navigate it and achieve your goal if you overcome the encounters, whereas the random encounter tables for overland travel usually boils down to "yeah, it makes sense they might run into this creature in this environment"
For me, the journey is a much of the adventure as the dungeon. We often have whole nights dedicated to exploration alone. I didn't make an entire world just to skip all the interesting environments along the way.
Until reading wider opinions online, I didn't even realize people didn't see value in the ranger. All of their rules seemed super useful to me. But I do realize that not everyone is interested in that kind of game. So a class does need to be designed with every playstyle in mind and not force the table into things they aren't excited about just to feel useful.
Have they achieved that balance yet? That's up to everyone in the survey. I was really unhappy at first glance, but the more I test the ranger the more I'm changing my mind. I'll do a full write up when I'm done.
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Not to mention, in alot of dungeons the encounters are all usually designed to play into the lore/story of that particular location, providing potential tools and clues to navigate it and achieve your goal if you overcome the encounters, whereas the random encounter tables for overland travel usually boils down to "yeah, it makes sense they might run into this creature in this environment"
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For me, the journey is a much of the adventure as the dungeon. We often have whole nights dedicated to exploration alone. I didn't make an entire world just to skip all the interesting environments along the way.
Until reading wider opinions online, I didn't even realize people didn't see value in the ranger. All of their rules seemed super useful to me. But I do realize that not everyone is interested in that kind of game. So a class does need to be designed with every playstyle in mind and not force the table into things they aren't excited about just to feel useful.
Have they achieved that balance yet? That's up to everyone in the survey. I was really unhappy at first glance, but the more I test the ranger the more I'm changing my mind. I'll do a full write up when I'm done.