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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
On Demi-Human Level Caps
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<blockquote data-quote="Lanefan" data-source="post: 9880970" data-attributes="member: 29398"><p>More than that, as Con bonus (which a Ranger almost certainly has) applies to each die.</p><p></p><p>Rangers don't need anything special in Dexterity. Str 13, Int 13, Wis 14, Con 14 are the key requirements.</p><p></p><p>Most Rangers I've seen prioritize Str and Con, just like Fighters, provided they can make the Int and Wis requirements.</p><p></p><p>Ranger needs 16+ in Str, Int, and Wis (not Dex) for +10% xp, according to my handy PHB. Dex and Cha are their dump stats.</p><p></p><p>Fighter --- Ranger (assume both 18 Con, neither ever dies, and both roll average rounded up per HD)</p><p></p><p>1st level 10 --- 18 (Ranger nearly double the Fighter and by far the toughest character in any party)</p><p>2nd level 20 --- 27</p><p>3rd level 30 --- 36</p><p>4th level 40 --- 45</p><p></p><p>After this the Ranger starts to fade significantly.</p><p></p><p>For offense the Fighter has weapon spec. while the Ranger does not; otherwise they're the same through the first few levels.</p><p></p><p>After about 3rd-4th level Rangers really do start to fade, butfor the first couple of levels they're the best there is.</p><p></p><p>The "no Paladins" piece comes almost entirely from Paladins being almost guaranteed to get thrown out of any party they try to join. Players either know this or soon come to learn it, and don't bother rolling them up. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Our rolling system is in fact quite generous.</p><p></p><p>Mages at mid-and-higher level tend to have decent saves vs spells, augmented by their almost universally getting some of their AC from Rings of Protection - which also conveniently give save bonuses.</p><p></p><p>My number one character in the game I play in is a straight-up MU. She's put a lot of money into acquiring items over her career that help her saving throws, meaning that at 12th level with all her bonuses she fails most saves* only on a natural 1 (because a 1 always fails), and on a 2 we look it up.</p><p></p><p>* - except breath weapon; she sees one of those coming, she's outta there. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 9880970, member: 29398"] More than that, as Con bonus (which a Ranger almost certainly has) applies to each die. Rangers don't need anything special in Dexterity. Str 13, Int 13, Wis 14, Con 14 are the key requirements. Most Rangers I've seen prioritize Str and Con, just like Fighters, provided they can make the Int and Wis requirements. Ranger needs 16+ in Str, Int, and Wis (not Dex) for +10% xp, according to my handy PHB. Dex and Cha are their dump stats. Fighter --- Ranger (assume both 18 Con, neither ever dies, and both roll average rounded up per HD) 1st level 10 --- 18 (Ranger nearly double the Fighter and by far the toughest character in any party) 2nd level 20 --- 27 3rd level 30 --- 36 4th level 40 --- 45 After this the Ranger starts to fade significantly. For offense the Fighter has weapon spec. while the Ranger does not; otherwise they're the same through the first few levels. After about 3rd-4th level Rangers really do start to fade, butfor the first couple of levels they're the best there is. The "no Paladins" piece comes almost entirely from Paladins being almost guaranteed to get thrown out of any party they try to join. Players either know this or soon come to learn it, and don't bother rolling them up. :) Our rolling system is in fact quite generous. Mages at mid-and-higher level tend to have decent saves vs spells, augmented by their almost universally getting some of their AC from Rings of Protection - which also conveniently give save bonuses. My number one character in the game I play in is a straight-up MU. She's put a lot of money into acquiring items over her career that help her saving throws, meaning that at 12th level with all her bonuses she fails most saves* only on a natural 1 (because a 1 always fails), and on a 2 we look it up. * - except breath weapon; she sees one of those coming, she's outta there. :) [/QUOTE]
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