5.5e Player’s Handbook is out and some folks are going through it. Treantmonk has a video exploring the updated version of the Ranger, and while he goes through all the features and analyzes them decently – including comparisons with the Ranger variants from 5e and the 5.5e playtest for context – he still seems perplexed by people not liking this new version. I think he’s too lost in the details to see the big picture.
Conceptually, Rangers are supposed to be wilderness specialists. Specifically, they’re supposed to specialize in ranging (travelling across a wide area) – that’s why back in 1e, Rangers weren’t allowed to own more than they could carry. That specialization just isn’t meaningful in 5.x D&D – it’s not that you can’t be good at it, but rather that the game just doesn’t care about it. In fact, it actively avoids engaging with anything like logistical concerns: encumbrance; ability to forage for supplies or even the need to do so (q.v. Goodberry); ability to replace scarce resources like ammunition (you can tell the game doesn’t care about this because if it did, spellcasters using damaging cantrips would be seen as having a significant advantage over characters using thrown and projectile weapons); travel challenges like environmental hazards and getting lost; etc. All this means the Ranger’s core concept doesn’t have any real place in 5.x D&D.
Another issue he seems to gloss over is the move to make the Ranger more of a spellcaster. This is another systemic issue in 5.x D&D: the transition to make basically every character intrinsically magical in some way, even if they aren’t a spellcaster per se. Yes, Rangers learned to cast spells back in TSR-era D&D: starting at 8th level (Paladins started gaining their spells at 9th). You know what else happened around that level? Fighters and Clerics started to gain their strongholds, with Thieves and Magic-Users not far behind. Characters in that level range were transitioning away from the life of itinerant dungeon-delving and starting to embed themselves in the world in a larger context. In the language of 5e, they were moving to a different tier of play*. Rangers and Paladins should start off as spellcasters – they should have other points of interest to their classes to distinguish them from Fighters without needing spellcasting, ideally until at least 5th level, and preferably until 9th**. But because 5.x doesn’t care about the Ranger’s core activities, it mechanics it can use to help provide a distinct identity without falling back on spellcasting.
Is there anything we can do about this? I don’t see a lot of options: either we have to houserule 5.x to care about what Rangers do and then redesign 5.x Rangers to actually do that; or we have to reduce Rangers’ design space in the game (perhaps demoting them to be a mere Fighter subclass, at which point they only need as much distinctiveness as an Eldritch Knight); or we give up and just accept a lot of feel will continue to see them as a bad class***.
* Except that none of the tiers identified in 5e or 5.5e really match up with this – the 5.x descriptions of tier 3 (almost identical between 5e and 5.5e) say things like “Other characters gain features that allow them to make more attacks or to do more impressive things with those attacks. These adventurers often confront threats to whole regions.” (emphasis added; 5.5e PHB page 43).
** I like using 9th level as a tier breakpoint because it’s when Clerics – and thus PC parties – gain the ability to revive the dead under their own power. 5.x blurs the line a bit with the 3rd-level Revivify spell, but even so I think gaining the ability to Raise Dead is a real turning point in PC power, and should be recognized in how it can transform play. A similar concern applies to Teleport in earlier editions, or Teleport Circle in 5.5e – the ability to bail out of locations without having to traverse obstacles is transformational. Assuming the group and the game care about challenges like these, of course.
*** A bad class isn’t necessarily a weak class – you could give Rangers + 10*Ranger level to all rolls, and it would make them much more powerful. It still wouldn’t make them feel like much of anything except overpowered.
