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[+] Mulling over a homebrew 10th level Ranger feature, "Equalizer". Help!
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<blockquote data-quote="Rocker26a" data-source="post: 9258247" data-attributes="member: 7042495"><p>So yeah, over the past couple years or so I've been tinkering with a homebrew levelling table for Ranger, because WOTC won't ever give me what I truly desire. Part of my intent with what I have, is creating some level of parity with Paladin. Not rendering them 1:1, but they do parallel eachother in some respects and I wanted to represent that with some of the mechanics. They get their signature abilities at 2nd level alongside spellcasting, they get potent abilities at 6th level, etc. I'm currently up to the 10th level feature. I have an idea for it, but I don't quite know how to render it mechanically.</p><p></p><p>Y'see, at 11th level, Paladins get "Improved Divine Smite". They get bonus damage on all their attacks. Something that you might consider Ranger's domain, usually. I thought in the spirit of flipping the script, it would be interesting to give Ranger a Smite adjacent ability at 10th level <s>(can't be 11th, since Rangers get their subclass ability at 11th level)</s>. A once-per-day special attack you spend your action to make, specifically for huge threats that would greatly outmatch them under normal circumstances (hence the name I have been considering running with, "Equalizer").</p><p></p><p>I liked the idea of having the choice between a melee attack and a ranged attack, informed by the genre appropriate recipients of such an attack; a melee attack for Giant Killing, and a ranged attack for Dragon Slaying (though they'd work on other creatures of course). I thought it'd be fun if they could knock a grounded target prone and prevent them from standing up for a time, and knock a flying target out of the air and prevent them from taking off again for a time.</p><p></p><p>The main thing I'm unsure about with this ability, is how it's damage should work. It feels like it should depend on the target. Like you <em>could</em> just smoke a Kobold with it, it'd just be a waste. The specifics are just difficult. I considered making it depend on the target's CR, I guess kind of like Turn/Destroy Undead, but. Maybe that's kind of nebulous for a single target ability. Could maybe make it depend on the target's hit dice? But either way, should it equate to a number of damage dice, or just a flat damage value? I don't know. Tricky.</p><p></p><p>Some input on this would be appreciated! I think this could be a workable concept, it would be nice to get it up and running.</p></blockquote><p></p>
[QUOTE="Rocker26a, post: 9258247, member: 7042495"] So yeah, over the past couple years or so I've been tinkering with a homebrew levelling table for Ranger, because WOTC won't ever give me what I truly desire. Part of my intent with what I have, is creating some level of parity with Paladin. Not rendering them 1:1, but they do parallel eachother in some respects and I wanted to represent that with some of the mechanics. They get their signature abilities at 2nd level alongside spellcasting, they get potent abilities at 6th level, etc. I'm currently up to the 10th level feature. I have an idea for it, but I don't quite know how to render it mechanically. Y'see, at 11th level, Paladins get "Improved Divine Smite". They get bonus damage on all their attacks. Something that you might consider Ranger's domain, usually. I thought in the spirit of flipping the script, it would be interesting to give Ranger a Smite adjacent ability at 10th level [S](can't be 11th, since Rangers get their subclass ability at 11th level)[/S]. A once-per-day special attack you spend your action to make, specifically for huge threats that would greatly outmatch them under normal circumstances (hence the name I have been considering running with, "Equalizer"). I liked the idea of having the choice between a melee attack and a ranged attack, informed by the genre appropriate recipients of such an attack; a melee attack for Giant Killing, and a ranged attack for Dragon Slaying (though they'd work on other creatures of course). I thought it'd be fun if they could knock a grounded target prone and prevent them from standing up for a time, and knock a flying target out of the air and prevent them from taking off again for a time. The main thing I'm unsure about with this ability, is how it's damage should work. It feels like it should depend on the target. Like you [I]could[/I] just smoke a Kobold with it, it'd just be a waste. The specifics are just difficult. I considered making it depend on the target's CR, I guess kind of like Turn/Destroy Undead, but. Maybe that's kind of nebulous for a single target ability. Could maybe make it depend on the target's hit dice? But either way, should it equate to a number of damage dice, or just a flat damage value? I don't know. Tricky. Some input on this would be appreciated! I think this could be a workable concept, it would be nice to get it up and running. [/QUOTE]
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[+] Mulling over a homebrew 10th level Ranger feature, "Equalizer". Help!
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