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My ranger without spells
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<blockquote data-quote="gpetruc" data-source="post: 598606" data-attributes="member: 2255"><p>Some replies:</p><p> </p><p>Well: the campaign is set in the renaissance, and all the players should come from civilized races. There are no orcs, and the hobgoblins (nearly the only) are civilized too; my elves, that have favored class ranger beacuse there are no wizards, are too gentle to go barbarian (-2 str, con, +2 dex, cha). Maior enemies will be other humans, and most of the fighting is finesse (such as in the "three musketeers" by Dumas). I've not banned the barbarian class, but it will still be very odd and probably used only by some NPC with a very particular backstory.</p><p>I also wanted to avoid the "I'll take one level of barbarian for increased movement and rage" when the character in question is not even slightly barbaric.</p><p></p><p> </p><p>Actually while I feel that the ranger should be able to have uncanny dodge (the scout from SW d20 has it), I am a bit reluctant to add also the other uncanny dodges (flanking and trap bonuses) as I feel that these should be left to the rogue alone.</p><p></p><p> </p><p>I'm still not sure that without awaken, magic fang, and a true speak with animals the companions should be too dangerous. </p><p>Anyway I'll make that with one special you can have only 1/2, and with two specials the full level (I have no druids)</p><p></p><p> </p><p>Actually I put skill mastery in expecially because of SW d20 scout (that has it as a fixed ability). My idea was that the rangers should use it for Move Silently, Wilderness Lore, Animal Empathy and similar skills, that shouldn't enfringe the rogue too much (expecially town rogues). </p><p>I'll prohibit to take Search, Listen and Spot among the mastered skills, because actually those might hurt the rogue too much.</p><p></p><p>I've made also some minor changes: moved fast movement to lvl 4, added Endurance at lvl 2 (It's a feat that I have never seen anyone taking, so it should not be a big bonus), now Favored terrain gives bonus to Intuit Direction also, ...</p><p></p><p>Now for balance, compared to the standard ranger:</p><p>better saves, skills, some specials</p><p>worse bab, hp, no spells, no TWF</p><p></p><p>I'll playtest it a bit and see</p><p></p><p>The final beta version is available at </p><p><a href="http://digilander.libero.it/gpetruc/crystaldawn/ranger.html" target="_blank">http://digilander.libero.it/gpetruc/crystaldawn/ranger.html</a></p><p>(If you want to check out also the other custom classes: <a href="http://digilander.libero.it/gpetruc/crystaldawn/classes.html" target="_blank">http://digilander.libero.it/gpetruc/crystaldawn/classes.html</a> )</p><p>---------------------------------------------------</p><p>About low magic:</p><p>healing magic should be moderatly available (alchemists get all spells up to heal, but at one level higher), and herbalism should compensate for low level healing. Magical armor and weapons should be available (but probably at a greater price, and not sume funky stuff such as vorpal and dancing); maybe I'd have to make some "superior mastercraft" items, but I'm not sure.</p><p>(Note that also the enemies are low magical)</p><p></p><p>I was wondering whether to use some features of SW d20 (namely the WP/VP and class bonus to defense) but I feel that the D&D system works well by its own, expecially because the weapons in D&D are much different from SW both in use (mostly melee) and in damage output (about one half).</p></blockquote><p></p>
[QUOTE="gpetruc, post: 598606, member: 2255"] Some replies: Well: the campaign is set in the renaissance, and all the players should come from civilized races. There are no orcs, and the hobgoblins (nearly the only) are civilized too; my elves, that have favored class ranger beacuse there are no wizards, are too gentle to go barbarian (-2 str, con, +2 dex, cha). Maior enemies will be other humans, and most of the fighting is finesse (such as in the "three musketeers" by Dumas). I've not banned the barbarian class, but it will still be very odd and probably used only by some NPC with a very particular backstory. I also wanted to avoid the "I'll take one level of barbarian for increased movement and rage" when the character in question is not even slightly barbaric. Actually while I feel that the ranger should be able to have uncanny dodge (the scout from SW d20 has it), I am a bit reluctant to add also the other uncanny dodges (flanking and trap bonuses) as I feel that these should be left to the rogue alone. I'm still not sure that without awaken, magic fang, and a true speak with animals the companions should be too dangerous. Anyway I'll make that with one special you can have only 1/2, and with two specials the full level (I have no druids) Actually I put skill mastery in expecially because of SW d20 scout (that has it as a fixed ability). My idea was that the rangers should use it for Move Silently, Wilderness Lore, Animal Empathy and similar skills, that shouldn't enfringe the rogue too much (expecially town rogues). I'll prohibit to take Search, Listen and Spot among the mastered skills, because actually those might hurt the rogue too much. I've made also some minor changes: moved fast movement to lvl 4, added Endurance at lvl 2 (It's a feat that I have never seen anyone taking, so it should not be a big bonus), now Favored terrain gives bonus to Intuit Direction also, ... Now for balance, compared to the standard ranger: better saves, skills, some specials worse bab, hp, no spells, no TWF I'll playtest it a bit and see The final beta version is available at [url]http://digilander.libero.it/gpetruc/crystaldawn/ranger.html[/url] (If you want to check out also the other custom classes: [url]http://digilander.libero.it/gpetruc/crystaldawn/classes.html[/url] ) --------------------------------------------------- About low magic: healing magic should be moderatly available (alchemists get all spells up to heal, but at one level higher), and herbalism should compensate for low level healing. Magical armor and weapons should be available (but probably at a greater price, and not sume funky stuff such as vorpal and dancing); maybe I'd have to make some "superior mastercraft" items, but I'm not sure. (Note that also the enemies are low magical) I was wondering whether to use some features of SW d20 (namely the WP/VP and class bonus to defense) but I feel that the D&D system works well by its own, expecially because the weapons in D&D are much different from SW both in use (mostly melee) and in damage output (about one half). [/QUOTE]
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