Preamble (or Ramble, I'll point out where I get to game theory).
Maybe I should've worded it the other way around, but I submit that both work on the same (or at least similar) principle.
Both the Ranger and Rogue fight more effectively against certain targets due to a knowledge of their enemies. The Ranger takes a detailed study of certain creature types to gain a static advantage in damage. The Rogue on the other hand has a broader sense of 'soft spots' to stick the 'pointy end' of their weapons which applies across a(n initially) broader group than the Ranger, but as a much more variable advantage, more obvious from 5th level onwards.
Having played in Living Greyhawk as both a Rogue and a Ranger (Fighter, Swashbuckler, Ex-Bard in the truest sense of the word... all in one character), I've found my character woefully inept when facing an unusually large portion of the opposition (Undead caused my dip into Ranger for the FE allowing me the chance to beat DR, and/or cause more damage than a crossbow wielding sorcerer).
This doesn't follow in game logic on several points in my mind as in most cases even the critical immune have structural weaknesses, or a center if nothing else.
Given the above, I thought to how to correct this (I'm not convinced 4e is my cup of tea, and that's all I say of it) and believe I have the roots for a solution with finesse.
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Actual content ahead! Skip to here if you don't care why I'm bringing this up.
My solution is to allow the Knowledge skills associated with monster types to determine the amount of FE and SA allowed against them, with set maximums attributed to level.
I haven't tossed this into serious playtest or statistical analysis, but feel this is a fine starting point.
For Rangers the amount of bonus damage would be relevant knowledge skill, with a limit of level / 2 +1, while the number of FE would still be limited as per PHB. This allows a Ranger to 'specialize' in a certain type of monsters quite efficiently (Elementals come immediately to mind) while also allowing later FE choices to continue to be of some importance rather than background with a nod to statistical influence.
Rogues and other precision damage dealers would be along the lines of +1d6 per every rank in the relevant knowledge skill with a limit of level / 2 +1. This would be required only of types that are immune to critical hits, but may be applied to a normally vulnerable target with magical (or other) assistance.
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Alternatively (for those who believe the above to be unbalancing, or simply love to roll dice)
Ranger bonus damage to be equal to relevant knowledge skill check / 2.5 (or +2 for every 5 if you prefer).
Rogue & Co. would be equal to relevant knowledge skill check / 2.5 per d6.
In both cases no limit to bonus damage given the increased burden to obtain them (feats, skill points, intelligence, and items to enhance the former).
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C&C (and flames) requested.
Maybe I should've worded it the other way around, but I submit that both work on the same (or at least similar) principle.
Both the Ranger and Rogue fight more effectively against certain targets due to a knowledge of their enemies. The Ranger takes a detailed study of certain creature types to gain a static advantage in damage. The Rogue on the other hand has a broader sense of 'soft spots' to stick the 'pointy end' of their weapons which applies across a(n initially) broader group than the Ranger, but as a much more variable advantage, more obvious from 5th level onwards.
Having played in Living Greyhawk as both a Rogue and a Ranger (Fighter, Swashbuckler, Ex-Bard in the truest sense of the word... all in one character), I've found my character woefully inept when facing an unusually large portion of the opposition (Undead caused my dip into Ranger for the FE allowing me the chance to beat DR, and/or cause more damage than a crossbow wielding sorcerer).
This doesn't follow in game logic on several points in my mind as in most cases even the critical immune have structural weaknesses, or a center if nothing else.
Given the above, I thought to how to correct this (I'm not convinced 4e is my cup of tea, and that's all I say of it) and believe I have the roots for a solution with finesse.
---
Actual content ahead! Skip to here if you don't care why I'm bringing this up.
My solution is to allow the Knowledge skills associated with monster types to determine the amount of FE and SA allowed against them, with set maximums attributed to level.
I haven't tossed this into serious playtest or statistical analysis, but feel this is a fine starting point.
For Rangers the amount of bonus damage would be relevant knowledge skill, with a limit of level / 2 +1, while the number of FE would still be limited as per PHB. This allows a Ranger to 'specialize' in a certain type of monsters quite efficiently (Elementals come immediately to mind) while also allowing later FE choices to continue to be of some importance rather than background with a nod to statistical influence.
Rogues and other precision damage dealers would be along the lines of +1d6 per every rank in the relevant knowledge skill with a limit of level / 2 +1. This would be required only of types that are immune to critical hits, but may be applied to a normally vulnerable target with magical (or other) assistance.
---
Alternatively (for those who believe the above to be unbalancing, or simply love to roll dice)
Ranger bonus damage to be equal to relevant knowledge skill check / 2.5 (or +2 for every 5 if you prefer).
Rogue & Co. would be equal to relevant knowledge skill check / 2.5 per d6.
In both cases no limit to bonus damage given the increased burden to obtain them (feats, skill points, intelligence, and items to enhance the former).
---
C&C (and flames) requested.