Balance issue (i will not analyse the warden yet):
Note: I rephrased my intented changes in a subsequent post below
Unless you use a point-based build, the best is to compare the old and new ranger build with assumptions:
1) Wildcraft replace magic for the first 2 classes (to check)
2) Wildcraft cost = warlock invocation = 2/3 of as feat (uncanny senses 2 skills as a reference)
2) Tracking and WL should replace natural explorer and favored enemy (done)
3) Abilities should worth hunters features: 3th: offense 7th: defense 11th: offense 15th:defense (to check)
4) Must fill the blank levels where spells used to raise to 3th,4th and 5th level (done)
one by one :
tier one
-Your level one ranger is way better than level 1 base ranger. Remove medium armor and shield. Give it only to guard at 3th level.
- Overwatch: RAW the ranger may have a free reaction attack + 1d6. Better than hunter's mark, and there is no limits to the feature. I recommend leave the second part to Guard only (3rd level). Allies overwatch: 7th level (so defensive camp will not be the only ability there).
Overwatch is really good. The other class features shoudl be nerfed compared to original ranger to be fair.
-tracking: what is the check ? survival or WS check ?
- Wilderness Lore: How can the ranger know all animals and plants after 1 hour in the area ? It should be a superficial knowledge... enough to find the herb the herbalist needs for her potion. Nature lore check for more....
- Wildcraft vs magic: Ok. The same progression as warlock invocations.
assume magic initiative feat 2 cantrips + 1 level 1; 2 levels one = 2/3 feat= 1 invocation seems appropriate
vs spells points from DMG: level 2: 4; 6-6-14-14-16-16-26-26-31-31-38 (level 13); it wont help
progression should be level 2: 1 Wildcraft 3-4: 2 will still be too much.
The result is: Wilcraft/invocations progression is more potent that ranger magic progression. So nerf WC or shovel the problem into other features yard. Assumption 1 above is false.
- Wilderness Lore and tracking are a little less potent than favored enemy+ natural explorer.
allies overwatch (modified): it grants a situational attack as reaction . compared to hunter's prey, it is less. Scout's features equal guard. Seems balanced for level 1-4 if you give a 1d4, not a 1d6 to overwatch.
tier 2
ranger's spells are more potent at level 3. allies overwatch 7th level (modified) and defensive camp worth hunter's defensive tactics. Skirmish is better than original hunter escape the horde.
Do you intend disengaging, then range attack or moving back into the fray, hit and run ? A little too OP ... + Ws to attacks and defense against a few enemies it maybe too much. Counting the uses before rest is tedious. Maybe +Ws to damage OR Ac ?
overwatch 1d6 level 6
1d8 level 9
tier 3
Borderland lord or evasion equals the ranger's volley.
FOR DUTY AND HONOR at 15th level already gives a bonus to allies equal to Ws. Scout should grant move there. Share scout movement once before rest in addition to hidden byways that can stay nerfed at 1/2 the time in known lands.
tier 4
I didn't like the keystone ability neither. Free movement rocks! Seems fine.
Note: I rephrased my intented changes in a subsequent post below
Unless you use a point-based build, the best is to compare the old and new ranger build with assumptions:
1) Wildcraft replace magic for the first 2 classes (to check)
2) Wildcraft cost = warlock invocation = 2/3 of as feat (uncanny senses 2 skills as a reference)
2) Tracking and WL should replace natural explorer and favored enemy (done)
3) Abilities should worth hunters features: 3th: offense 7th: defense 11th: offense 15th:defense (to check)
4) Must fill the blank levels where spells used to raise to 3th,4th and 5th level (done)
one by one :
tier one
-Your level one ranger is way better than level 1 base ranger. Remove medium armor and shield. Give it only to guard at 3th level.
- Overwatch: RAW the ranger may have a free reaction attack + 1d6. Better than hunter's mark, and there is no limits to the feature. I recommend leave the second part to Guard only (3rd level). Allies overwatch: 7th level (so defensive camp will not be the only ability there).
Overwatch is really good. The other class features shoudl be nerfed compared to original ranger to be fair.
-tracking: what is the check ? survival or WS check ?
- Wilderness Lore: How can the ranger know all animals and plants after 1 hour in the area ? It should be a superficial knowledge... enough to find the herb the herbalist needs for her potion. Nature lore check for more....
- Wildcraft vs magic: Ok. The same progression as warlock invocations.
assume magic initiative feat 2 cantrips + 1 level 1; 2 levels one = 2/3 feat= 1 invocation seems appropriate
vs spells points from DMG: level 2: 4; 6-6-14-14-16-16-26-26-31-31-38 (level 13); it wont help
progression should be level 2: 1 Wildcraft 3-4: 2 will still be too much.
The result is: Wilcraft/invocations progression is more potent that ranger magic progression. So nerf WC or shovel the problem into other features yard. Assumption 1 above is false.
- Wilderness Lore and tracking are a little less potent than favored enemy+ natural explorer.
allies overwatch (modified): it grants a situational attack as reaction . compared to hunter's prey, it is less. Scout's features equal guard. Seems balanced for level 1-4 if you give a 1d4, not a 1d6 to overwatch.
tier 2
ranger's spells are more potent at level 3. allies overwatch 7th level (modified) and defensive camp worth hunter's defensive tactics. Skirmish is better than original hunter escape the horde.
Do you intend disengaging, then range attack or moving back into the fray, hit and run ? A little too OP ... + Ws to attacks and defense against a few enemies it maybe too much. Counting the uses before rest is tedious. Maybe +Ws to damage OR Ac ?
overwatch 1d6 level 6
1d8 level 9
tier 3
Borderland lord or evasion equals the ranger's volley.
FOR DUTY AND HONOR at 15th level already gives a bonus to allies equal to Ws. Scout should grant move there. Share scout movement once before rest in addition to hidden byways that can stay nerfed at 1/2 the time in known lands.
tier 4
I didn't like the keystone ability neither. Free movement rocks! Seems fine.
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