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Last D&D Survey Results In! Plus What's Up With The Ranger?
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<blockquote data-quote="Jaelommiss" data-source="post: 7683112" data-attributes="member: 6775925"><p>Given how diverse peoples' opinions on what makes a good ranger, I have come to the conclusion that the ranger needs to be a build-your-own class. Take the ranger and strip it down to virtually nothing. Favoured enemy, natural explorer, fighting style, extra attack, possibly another couple features. For everything else, EVERYTHING else, give them a mechanic similar to the warlock's invocations. </p><p></p><p>Every two levels, gain a new ability from the list of "Survival Techniques" or something similar. Hunter archetype abilites would be there. Spellcasting progression would be there over a few steps. An animal companion could be attained and improved through it. Features from the spell-less ranger (poultice, resistance to poisons, adv on saves vs poisons) could be bought over a few levels. Specific benefits that require a specific favoured enemy, as suggested upthread, would be here too. Each 'path' (spellcasting, animal companion, Hunter features) would require five purchases, giving the ranger the opportunity to fill two full ability trees or dip into several at the cost of capstone features.</p><p></p><p>The biggest problem with this system is that it allows those so inclined to build a rather powerful 'optimal' ranger. The benefit is that everyone can build what THEY want from a ranger rather than being stuck with what the designers hope they would like.</p></blockquote><p></p>
[QUOTE="Jaelommiss, post: 7683112, member: 6775925"] Given how diverse peoples' opinions on what makes a good ranger, I have come to the conclusion that the ranger needs to be a build-your-own class. Take the ranger and strip it down to virtually nothing. Favoured enemy, natural explorer, fighting style, extra attack, possibly another couple features. For everything else, EVERYTHING else, give them a mechanic similar to the warlock's invocations. Every two levels, gain a new ability from the list of "Survival Techniques" or something similar. Hunter archetype abilites would be there. Spellcasting progression would be there over a few steps. An animal companion could be attained and improved through it. Features from the spell-less ranger (poultice, resistance to poisons, adv on saves vs poisons) could be bought over a few levels. Specific benefits that require a specific favoured enemy, as suggested upthread, would be here too. Each 'path' (spellcasting, animal companion, Hunter features) would require five purchases, giving the ranger the opportunity to fill two full ability trees or dip into several at the cost of capstone features. The biggest problem with this system is that it allows those so inclined to build a rather powerful 'optimal' ranger. The benefit is that everyone can build what THEY want from a ranger rather than being stuck with what the designers hope they would like. [/QUOTE]
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