I'm not a big fan of the Hunter's Quarry class feature. All it really amounts to is throwing an extra d6 (or d8) on one attack every turn, with very little required to get the bonus damage. At least rogues have to do a little work and risk their necks to get combat advantage!
I'm thinking of changing the hunter's quarry in the following way. A ranger can designate any creature in line of sight as his or her quarry (not just the closest), but he or she cannot apply any quarry damage to that target on the same turn as it was designated. In my mind, this captures the idea of the ranger studying its target before striking, and also injects a little more strategy in that a ranger must try to figure out this turn who they want to attack next turn.
Do you think it is imbalanced one way or another? On the one hand, you might not be doing quarry damage as often (your target may move out of range or be killed by an ally before you can attack it), but bow-wielding rangers will be able to dispose of squishy back-line enemies quicker than usual.
I'm thinking of changing the hunter's quarry in the following way. A ranger can designate any creature in line of sight as his or her quarry (not just the closest), but he or she cannot apply any quarry damage to that target on the same turn as it was designated. In my mind, this captures the idea of the ranger studying its target before striking, and also injects a little more strategy in that a ranger must try to figure out this turn who they want to attack next turn.
Do you think it is imbalanced one way or another? On the one hand, you might not be doing quarry damage as often (your target may move out of range or be killed by an ally before you can attack it), but bow-wielding rangers will be able to dispose of squishy back-line enemies quicker than usual.