3E? 4E? PF? Trailblazer.

Back out the wizard component and you're really comparing ranger to fighter, which is a matter of taste.

The ranger will certainly be looking longingly at the fighter's Expert Weapon Proficiency.

While my copy of the rules is on order, I was looking at the 0.5 magic rating of the ranger. So Ranger 4/Wizaerd 1 is a 3rd level caster while Fighter 4/wizard 1 is a firsat level caster. Or do fighters get magic ratings too?
 

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While my copy of the rules is on order, I was looking at the 0.5 magic rating of the ranger. So Ranger 4/Wizaerd 1 is a 3rd level caster while Fighter 4/wizard 1 is a firsat level caster. Or do fighters get magic ratings too?

Fighter's get a +1/3 level MAB. So in your example the wizard is a 2nd level caster.
 

I'll ask one here. Is there a particular reason one NPC service is separated from the others to the end of the sentence on page ten, paragraph five, aside from its usual pairing with a previously mentioned consumable? A simple "yes" or "no" will do, sir. Thank you. I will sit and wait for my answer.

+1 easter egg for Mark.

Yeah, lets keep the questions here. I am a bit curious about Trailblazer. What was the change done to low-light contra darkvision that made it so much easier on DM's?

Low-light vision lets you treat shadowy illumination as normal (ie, no 20% miss chance) but it does not allow you to see in darkness (still 50% miss chance) nor does it change the range of what's considered shadowy and what's not.

So if a light source sheds 20 feet of light and 20 feet of shadow, the guys with low light vision see normally all the way out to 40 feet.

Creatures with darkvision see normally in both lighted and shadowy areas and treat darkness as shadowy.
 

I've got a couple of questions.

1) Barbarians can enter a rage once per encounter but (as they increase in level) multiple times between rest. If I understand the rest rules correctly, being able to use more rages between rests is useful if the party want to press on after an encounter because they have ongoing buffing spells? Am I reading the rules correctly?

2) You have made the grapple rules even harsher for smaller characters against larger opponents. Isn't that excessive?

I already find them too punishing in 3.5. PF really lessened the size modifiers and I actually think they went too far...

In my mind a good compromise would be to lessen the size modifiers when escaping a grapple (or in general resisting a maneuver) but keep the harsher ones when when on the "offensive", so that Bilbo can escape being chewed by a tyrannosaur but he'll have a real hard time trying to grapple a troll.
 

1) Barbarians can enter a rage once per encounter but (as they increase in level) multiple times between rest. If I understand the rest rules correctly, being able to use more rages between rests is useful if the party want to press on after an encounter because they have ongoing buffing spells? Am I reading the rules correctly?

Correct!

2) You have made the grapple rules even harsher for smaller characters against larger opponents. Isn't that excessive?[/QUOTE]

Not exactly. It actually ends up being the same as the SRD.

Our primary goal was to remove the grapple modifier and create a universal system for all maneuvers. Your Combat Maneuver bonus is based on your melee attack roll.

Our new size modifiers "back out" the modifier that non-medium-sized creatures get to their melee attack roll. For example, Large creatures have a +4 size modifier but a -1 to their attack rolls. In order to use the creature's attack roll to determine CMB, the total modifier must be +5.

As far as grapple being too easy or difficult for certain creatures, we felt it was important to preserve creatures the advantage that are grapple "specialists" have. And it's usually not a surprise to the players. If they encounter a T-Rex or a giant snake, they know what they are potentially in for and should plan accordingly.
 

Ah, yes. I had been too hasty in reading the rules, they are actually pretty clear about the modifiers.

As for the issue at hand, I see your point, but IME an halfling being chewed by a large tiger can do very little except stabbing with a light weapon at -4 and hope that the rest of the party can bring the critter down before he's chewed to death. Of course, this can be seen as a feature...
 
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As for the issue at hand, I see your point, but IME an halfling being chewed by a large tiger can do very little except stabbing with a light weapon at -4 and hope that the rest of the party can bring the critter down before he's chewed to death. Of course, this can be seen as a feature...

I absolutely see it as a feature. Grappling is analogous to (but not quite as bad as) Save or Die. It's crowd control for monsters; and it forces party cooperation.
 



Can the halfling still invest in Escape Artist if he/she fears grabby monsters?

Ben

Yes.

You can escape a grapple by either making a combat maneuver roll (usually, your BAB+STR+size) or an Escape Artist roll, either of which would be compared against the defender's Combat Maneuver Defense (Touch AC+BAB+STR+size).

The Escape Artist route would replace skill ranks for BAB, and replace DEX for STR, both of which should improve your odds for anything other than a halfling STR-build fighter.

Also note that the Combat Maneuvers are no longer an opposed roll, so they are a lot less swingy. The die roll will introduce a variance of +/-9, rather than +/-19. (Admittedly, this could work in your favor before.)

Finally, you can of course spend an Action Point to improve any d20 roll, including a Combat Maneuver roll; and your allies can use Aid Another as a Combat Reaction to give you another +2 bonus. (Note that unlike 3e, Aid Another no longer takes your action; it is a combat reaction-- so helping your buddy out of the grasp of the behir doesn't use up your own action.)
 

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