I really like the general idea of this, but attack bonuses are extremely important in 4E. This impacts more than just Rangers (and I assume laser Clerics, Warlocks, and Wizards were more or less balanced before this). And it's a huge nerf for the times when they're stuck in that 15' wide hallway. Yes they'd be worse off as melee characters, but it still feels bad. They'd be taking a -2 penalty for maybe even half of their attacks. Not only that, but it'd be very easy for your allies to even grant superior cover. Hit chances are low enough as it is, and characters only hit 4 or 5 times per encounter now. Reducing it by even 1 is a big deal.In 4E, the easiest implementation would be to apply the rule for cover not only for enemies but for allies as well. That is, you get -2 to the attack (which is a mere -10%; remember many other rpgs would impose a -25% penalty under the same circumstances).
The difference between getting +1 for being closest and getting -2 for having your Defender stand in the way should be more than sufficient motivation for the ranged Ranger to move about. Effectively, seeking "clear shots" would be rewarded with a +3 bonus, not only a +1 bonus any more.
I wholeheartedly agree, which is why I was thinking to limit the range on Hunter's Quarry. Maybe Hunter's Quarry should be limited to Range 10? Range 10 is still within move-charge range, while range 20 probably isn't.In my mind, the ranged Ranger should do less damage than either the melee Ranger or the Rogue. That is, ranged Strikers should do less damage than melee Strikers. Melee strikers expose themselves to harm and needs to be compensated for that, or nobody will want to play a melee Striker.
I don't think that's a large enough bonusHmm... brainstorming here... How about, if you use prime shot, you can also designate/curse one of the attacked targets as part of the attack action?
Fixed link.
I wholeheartedly agree, which is why I was thinking to limit the range on Hunter's Quarry. Maybe Hunter's Quarry should be limited to Range 10? Range 10 is still within move-charge range, while range 20 probably isn't..
I must say I really hate this idea, although YMMV. It adds more bookkeeping, just forces the player to keep a throwing weapon, and it will not be fun for the player once he runs out of arrows and can't do anything for the rest of the session until they go to town.1. Are you making your ranged ranger (RR) track his ammo? I ran into the same problems as you so I started making my RR count his arrows (and I didn't allow him to carry more than 1 quiver of arrows on his person). After a few rounds twin strike was less appealing. Taking hundreds of arrows with you sounds good as a player, but in real life people don't do that kind of thing. Although this won't stop your problem if your characters can go back to town between every fight.
I don't think any of these will do that much. Archer rangers rarely get attacked anyway, and -1 AC isn't going to hurt much. The other two only really take off around 4 expected damage per Twin Strike at epic levels, and maybe a bit more off some of the other powers. They don't incentivize dynamic combat, nor does they solve the problem of the archer ranger plinking away from 40'.2. Get rid of the long bow. Historically it was for large battles only, the short bow was most people carried. Can you imagine how much it would suck to actually carry around a 6 foot tall bow with you everywhere?
3. Hunters quarry could do only 1d4 damage if you take the archer build.
4. Don't allow archer rangers to use armor higher than leather.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.