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Non-Spellcasting Ranger Houserule
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<blockquote data-quote="Gene737" data-source="post: 6415847" data-attributes="member: 51506"><p>We had looked at the Fighter/Rogue combos as well as only permitting taking 1 level in Ranger the rest in Fighter. As you mention, the Rogue's expertise provided a tempting build but it still did not quite replicate the feel of the previous build versions.</p><p></p><p>It is true that the Rogue can provide skill buffs via Expertise that the Ranger could not get on his own. However the previous incarnations had some class-specific benefits that can not be duplicated outside of the Ranger class abilities. For example, in the original Iron Heroes version of the campaign, the Hunter class was used as the class most able to function as guides as well as having the duty to travel to the outlying and remote farming/mining communes delivering messages, (and perform scouting and fighting threats from intruding/raiding goblinkin & giants in the region).</p><p></p><p>The 5th edition Ranger's Favored Enemy ability permits them to function quite well as protectors for the outlying areas, and the Natural Explorer grants them the perfect guide/wilderness traveler ability. The other Ranger abilities and Archetype features (currently limited to the Hunter archetype) only serve to amplify these benefits and abilities.</p><p></p><p>Plus with the Ranger class, the character as a "Guide" & "Wilds Protector" technically begins at level 1, whereas the other option we looked at took time to develop, and even the Ranger-1/Fighter-X was not a noticeably better build than a Rogue-X/Fighter-X after a couple of levels (due to the items you had mentioned).</p></blockquote><p></p>
[QUOTE="Gene737, post: 6415847, member: 51506"] We had looked at the Fighter/Rogue combos as well as only permitting taking 1 level in Ranger the rest in Fighter. As you mention, the Rogue's expertise provided a tempting build but it still did not quite replicate the feel of the previous build versions. It is true that the Rogue can provide skill buffs via Expertise that the Ranger could not get on his own. However the previous incarnations had some class-specific benefits that can not be duplicated outside of the Ranger class abilities. For example, in the original Iron Heroes version of the campaign, the Hunter class was used as the class most able to function as guides as well as having the duty to travel to the outlying and remote farming/mining communes delivering messages, (and perform scouting and fighting threats from intruding/raiding goblinkin & giants in the region). The 5th edition Ranger's Favored Enemy ability permits them to function quite well as protectors for the outlying areas, and the Natural Explorer grants them the perfect guide/wilderness traveler ability. The other Ranger abilities and Archetype features (currently limited to the Hunter archetype) only serve to amplify these benefits and abilities. Plus with the Ranger class, the character as a "Guide" & "Wilds Protector" technically begins at level 1, whereas the other option we looked at took time to develop, and even the Ranger-1/Fighter-X was not a noticeably better build than a Rogue-X/Fighter-X after a couple of levels (due to the items you had mentioned). [/QUOTE]
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