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General Tabletop Discussion
*TTRPGs General
Non-Core Class Survivor: Round 17 (Final 3)
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<blockquote data-quote="Mercule" data-source="post: 2973272" data-attributes="member: 5100"><p>Disclaimer: Ranger may be the most divisive archetype in the game. What follows is based on my opinion, alone.</p><p></p><p>I don't completely remember the 3.0 Ranger. I know it had higher hit dice and fewer skill points. It was also locked into TWF. From what I recall, I didn't much care for it, either.</p><p></p><p>I'd like to see d10 HD, because I see the Ranger as being pretty tough -- maybe marginally tougher than the Fighter, but not enough to warrant a d12. The d8 immediately signals to me that the 3.5 Ranger isn't even what I'd consider a Ranger.</p><p></p><p>I think the combat styles should be dropped completely. They're an okay idea -- make the Ranger second only to Fighter in a straight-up combat -- but ultimately don't do much. Since 2E came out I've been trying to figure out what possible connection a commando has with automatic TWF. It just doesn't make sense as a class feature. Archery does make some sense, but I don't think it's implemented very well. Plus, I'm not a huge fan of virtual feats.</p><p></p><p>I'd like to see the Favored Terrain from UA added to the Favored Enemy options. I like the Ranger as a specialist in certain types of combat situations, but they don't need to be genocidal. Actually, it might be interesting to give Rangers the option of Favored Enemy, Favored Terrain, or a combat feat at various levels. That'd give you a specialized commando, but customizable for the player.</p><p></p><p>I don't like the association with Druid. I don't think that really fits. Again, the Ranger is more of a Commando, IMO. They don't pick up magic because of any inherent religious aspect. They pick up magic because they learn to use whatever means necessary. I'd really rather see their spells be considered arcane. The only reason druid spells ever made sense, to me, is that they didn't have their own list and they would <u>definitely</u> have picked up some woodsy "tricks", so it was a game construct. Heck, I could even see dropping spells completely and giving them Use Magic Device as a class skill to simulate their resourcefulness, though that wouldn't be my first option.</p></blockquote><p></p>
[QUOTE="Mercule, post: 2973272, member: 5100"] Disclaimer: Ranger may be the most divisive archetype in the game. What follows is based on my opinion, alone. I don't completely remember the 3.0 Ranger. I know it had higher hit dice and fewer skill points. It was also locked into TWF. From what I recall, I didn't much care for it, either. I'd like to see d10 HD, because I see the Ranger as being pretty tough -- maybe marginally tougher than the Fighter, but not enough to warrant a d12. The d8 immediately signals to me that the 3.5 Ranger isn't even what I'd consider a Ranger. I think the combat styles should be dropped completely. They're an okay idea -- make the Ranger second only to Fighter in a straight-up combat -- but ultimately don't do much. Since 2E came out I've been trying to figure out what possible connection a commando has with automatic TWF. It just doesn't make sense as a class feature. Archery does make some sense, but I don't think it's implemented very well. Plus, I'm not a huge fan of virtual feats. I'd like to see the Favored Terrain from UA added to the Favored Enemy options. I like the Ranger as a specialist in certain types of combat situations, but they don't need to be genocidal. Actually, it might be interesting to give Rangers the option of Favored Enemy, Favored Terrain, or a combat feat at various levels. That'd give you a specialized commando, but customizable for the player. I don't like the association with Druid. I don't think that really fits. Again, the Ranger is more of a Commando, IMO. They don't pick up magic because of any inherent religious aspect. They pick up magic because they learn to use whatever means necessary. I'd really rather see their spells be considered arcane. The only reason druid spells ever made sense, to me, is that they didn't have their own list and they would [u]definitely[/u] have picked up some woodsy "tricks", so it was a game construct. Heck, I could even see dropping spells completely and giving them Use Magic Device as a class skill to simulate their resourcefulness, though that wouldn't be my first option. [/QUOTE]
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Non-Core Class Survivor: Round 17 (Final 3)
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