Forked from: Why be an archer ranger?
Maybe this would make it more dynamic:
Prime Shot doesn't require you to be closest to the target. It works if you're within 2 squares of the target, and there are no allies, enemies, or other obstacles that would grant concealment or cover between you and the target (as defined by the method to determine cover: drawing lines from one corner of your square to all corners of the target's square).
Archery path ups the range to 3. Range requirement is needed or the plinking away from 20' or 40' problem still applies, only to different targets.
The problem is right now, the Prime Shot bonus is so high risk and low reward that people seem to just write it off and not worry about getting its bonuses.eamon said:I don't see how this will improve gameplay; the need to be closest is a lot more dynamic than the need to be withing 3 or 5 squares (which simply allows you to stand behind the party melee presence). In any case, it's certainly a feasible alteration, and it's hardly complex, so other than that I personally don't see the advantage, it sounds like a fine rule...This might belong in houserules. Feel free to fork if you want to talk about this more. I was thinking of doing the following to Rangers:
No more just standing there plinking away 20' or 40' from the action. The option is still there, but now there's a nerf for being more than 5 squares away and an incentive to be 3 squares or less away and being in some sort of danger. Plus this doesn't affect melee Rangers much. They're going to be close to the enemy anyway to attack, and your Hunter's Quarry doesn't end if you go out of range (you just have to be close to apply it and trigger it) so there's extra action requirement.
- Prime Shot works if you're within 2 squares of the target, and you don't need to be the closest target.
- Hunter's Quarry only triggers if you're within 3 squares of the target when you attack, and has a range of 3 for the application.
- Archery path increases Prime Shot range to 3 and Hunter's Quarry range to 5 as well as giving you Defensive Mobility.
- The Sly Hunter feat should ignore you (you can be within 3 squares of the target as long as no one else is).
Same things happen to the Warlock's Prime Shot and Warlock's Curse (might need to put Warlock's Curse range at 5 but that really belongs in Houserules), except there's no boosted range option. They have better defenses so it's probably ok, and most of their powers have low range anyway.
Maybe this would make it more dynamic:
Prime Shot doesn't require you to be closest to the target. It works if you're within 2 squares of the target, and there are no allies, enemies, or other obstacles that would grant concealment or cover between you and the target (as defined by the method to determine cover: drawing lines from one corner of your square to all corners of the target's square).
Archery path ups the range to 3. Range requirement is needed or the plinking away from 20' or 40' problem still applies, only to different targets.
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