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*Dungeons & Dragons
A Homebrewed Ranger Class
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<blockquote data-quote="Quickleaf" data-source="post: 9475165" data-attributes="member: 20323"><p>I would echo the same issue on Featherweight – it's somewhat OP at first, but then at 5th level once Extra Attack kicks in it's waaay OP compared to other fighting styles. Because then it's not just +2 to +6 damage. With two attacks starting at 5th level (+3 prof bonus) it's +6 to +12 damage per round.</p><p></p><p>Archer has serious overlap problems with the Sharpshooter feat. Your design philosophy can differ ofc, but generally you don't want to obviate game elements.</p><p></p><p>You also want to be more aware of the action economy of your class design. Ranger's Quarry – the foundational 1st level feature to keep its damage output good – relies on your Bonus Action. However....soooo many of your fighting styles require a Bonus Action to use, making them mutually exclusive to that Quarry damage. Is that your design intent? It's an either/or choice between, say, between Versatile shove/grapple/use object and extra damage?</p><p></p><p>On a <strong>broad overview </strong>level, the class design is egregiously bloated compared to existing classes. I wouldn't touch it with a ten foot pole for that reason alone. This can be a matter of taste. Many of Laserllama's works are ~30 pages iirc, and some groups really enjoy meatier class design, so I respect if that's the direction you're going in your games over all. Not my cuppa though.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9475165, member: 20323"] I would echo the same issue on Featherweight – it's somewhat OP at first, but then at 5th level once Extra Attack kicks in it's waaay OP compared to other fighting styles. Because then it's not just +2 to +6 damage. With two attacks starting at 5th level (+3 prof bonus) it's +6 to +12 damage per round. Archer has serious overlap problems with the Sharpshooter feat. Your design philosophy can differ ofc, but generally you don't want to obviate game elements. You also want to be more aware of the action economy of your class design. Ranger's Quarry – the foundational 1st level feature to keep its damage output good – relies on your Bonus Action. However....soooo many of your fighting styles require a Bonus Action to use, making them mutually exclusive to that Quarry damage. Is that your design intent? It's an either/or choice between, say, between Versatile shove/grapple/use object and extra damage? On a [B]broad overview [/B]level, the class design is egregiously bloated compared to existing classes. I wouldn't touch it with a ten foot pole for that reason alone. This can be a matter of taste. Many of Laserllama's works are ~30 pages iirc, and some groups really enjoy meatier class design, so I respect if that's the direction you're going in your games over all. Not my cuppa though. [/QUOTE]
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