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"Wilderness" Areas

Being the third or fourth character I've seen focused in the sewers who's a nature type I think it might make sense for "Trackless step" to count as a wilderness area in all places in the sewers.

As it is right now "Wilderness" areas, which is more or less any and every cavern, entails the bonus. This doesn't happen inside Sanctuary or Dunwarren, likely because it's considered an urban area, despite the fact it's still a cavern with almost completely similiar attributes as the Underdark.

In anycase, the Sewers aren't so much Urban and they could be considered Wilderness in the way they almost have their own ecosystem, they're also largely expansive so it makes sense why characters might learn to adapt there and what to utilize for stealth purposes.

In anycase, I just have been playing a Ranger for a little bit and noticed this and think it makes sense, does anyone else feel the same?

So much as any place created by mankind can be said to have its own "ecosystem", sure, the Sewers may be one. The fact is, however, that they are places not found in nature. A few rats does not a wilderness make. They may be uncharted and dangerous like the wilds can be, but the wilds can also be serene, contemplative places of stillness and calm. I don't think it makes much sense to let a sewer, a place surrounded by the creations and machinations of Svirfneblin (not to mention all the waste of the residents above), count as wilderness.

A wilderness isn't really decided by how beautiful, serene or "still" it is. The point was, the feat is more or less given because it's where Rangers/Druids typically work and function most, so it might explain why they have higher stealth/abilities in the area.

In EfU, the Sewers play a big part, so I wouldn't think it unlikely that such characters who might have reason to function there often would do so. (And there have been Rangers/Druids who were sewer based in the past).

The bonuses rangers and druids already get good bonuses to stealth, and sewers are not wilderness at all. Generally, sewer based or not, any ranger will get high bonuses in and out the city, had it has been changed so =X

Rangers/Druids are not servants of The Biggest Place or The Place We Hang Out At The Most. They are servants of the natural world, and only in the natural world can they get their bonuses.

I agree!

I think it's incredibly difficult to put this into effect (script it). The easiest and most hassle free way to do it would be to give rangers some kind of once per day hide bonus ability to use at their discretion, I guess, but that's absolutely awful also.

I suppose the only thing for it is to leave it as it is and just say that rangers don't get the wilderness bonus because it's not leafy (Yes, that's terrible too, but I'll reason it out:) since if you accept that you can be a ranger of a rocky place like an Underdark cavern, which couldn't be more different from a forest, you accept that you can have things like rangers of the City and stonework who can hide in alley ways as well as leafy rangers can hide in trees, which means we should be giving all rangers those hide/ms bonuses everywhere, which is just crazy!

*Rolls up a Tavern Ranger... hides under the couch in the Rock Bottom*

If you were to make the bonus apply to sewers (which is a man-made structure), then it should apply to city streets (made from cobblestone, with stone buildings, so very similer to the sewer arcitecture) which would just make it too good a bonus. The idea behind it is that Rangers know how to walk through plants/tall grass etc without drawing much attention to him/herself, hence the bonus's, I don't see how it could apply to cobblestones, perhaps in underdark since there are still plants and growth.

It would be very easy to do, but I don't think we're going to. The bonus is for natural areas filled with lichens, mushrooms, rough outcroppings of rock, and so on. I don't mind sewer rangers at all but I don't think they should get a stealthy bonus there although I can understand why others might disagree.