Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Ranger - likes and dislikes?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Steverooo" data-source="post: 2846501" data-attributes="member: 9410"><p>I like the Ranger, pretty well (much better than the 3e version), but it could be improved. As for what it does, Rangers are stealthy, perceptive woodsmen, adept at survival, tracking, and infiltration & spying... or so 1e said. 3.5e doesn't do this, so well...</p><p></p><p>Stealth a Ranger has the SKILLS for, but the skills have been neutered. In 1 & 2e, Hide allowed using lampblack and/or camouflage (basically the equivalent of the Rangers' high-level ability) to hide, without needing something to hide behind. Both Rogues & Rangers (and any other PC Class with Hide) needs this ability restored. Hide in Plain Sight (which allows the PC to hide while being observed) is another matter. The <em>Cloak of Elvenkind</em> should grant both.</p><p></p><p>Perception the Ranger has down, pretty well. I would add Balance, and pernaps Sense Motive to the skill list. Balance is a necessity, IMHO. Rangers need to stop falling off of cliffs, and out of trees!</p><p></p><p>Survival Rangers are only so-so at, and this is a problem with the skills system, not the class... Sure, they can find food & water, but they can't do anything else with Survival. The skill is nearly useless, in 3/3.5e... A first level Cleric with <em>Create Food and Water</em> can outshine any Ranger, in most ways (and Clerics of the Travel Domain get Survival as a Class skill)! True, a Ranger can also use it to track, and (with 5+ ranks, always know which way is which), and to keep from getting lost, but... Once he's killed a buffalo, and gotten the meat, can he use the Sinew to make bows and strings? Made armor & moccasins out of the hide? Nope! Survival doesn't do that, Craft (X, Y, Z) does! So,... no!</p><p></p><p>A skill that can be invalidated, save for a use requiring a Feat (Tracking) by two Zero-Level spells (<em>Create Food & Water</em>, <em>Know Direction</em>) is a poor skill. One way to fix that is to allow Rangers to use Survival to survive more than just the weather, and "staying found". One possibility would be to give them a special "Survivalist" class ability that allows them to add their Ranger Class Level as a bonus to any Craft attempt with wood, stone, bone, or other natural materials (Barbarians... and perhaps Druids... should get similar).</p><p></p><p>Tracking Rangers do well at, and the Swift Tracker class ability at higher levels really helps here. It should decrease the one roll/mile, at some point, however. Also, a Ranger who tries to mask tracks (taking, say, one round/set of tracks being masked) should force others to subtract his/her Ranger Class Level from the tracking roll.</p><p></p><p>Infiltration & Spying Rangers don't have the skills for, except Listen/Search/Spot, & Hide/Move Quietly. They don't get Bluff (although they get a bonus vs. "Favored Enemies", for some odd reason), they don't get Disguise... So they can sneak in, assuming they have concealment or cover, or are very high level, but are no better at infiltrating than anyone else, and much worse than the Bard or Rogue! That could be improved (although many don't see it as the Ranger's place)!</p><p></p><p>Another thing Rangers are good at, however, is RANGING, or travelling from place to place. They are not just WOODSmen, but also as at home in the veldt, tundra, plains, swamps, jungles, (ant-)arctic, etc. At tenth level, like the Rogue, they should get a Bonus Feat of <em>Skill Mastery</em>, which allows them to Take 10, at any time, with Balance, Climb, Jump, Ride, Swim, and any other (Class) movement skills, including running long distance. (I could even see adding Tumble as a Class skill, and to this list, but since the D&D version deals more with avoiding Attacks of Opportunity than moving acrobatically, I won't suggest doing this). Other tenth-level Bonus Feats could also be added.</p><p></p><p>Animal Companions, I agree, should be optional, but (again) treated as (Ranger Level - 2), instead of x1/2. Swap for a Feat, if unwanted.</p><p></p><p>Caster Level should be (Ranger Level -2), as well. The spell list needs a lot of work, still... Yes, Rangers (and all Semi-Spellcasters) should have Zero-Level spells, and for the Ranger, these should be the Druid's & Wizard's list. Casting should still be Divine, to avoid Arcane Spell Failure in Light Armor.</p><p></p><p>Rangers tend to get "non-flashy" spells, and that's okay, by me, but they should get spells related to survival, etc. <em>Cure Minimal Wounds</em>, <em>Mending</em> to fix things, <em>Prestidigitation</em> to clean them, whichever <em>Cure</em> spell they're missing (moving <em>Cure Light</em> to first level). I agree with PS, they should have <em>Shillelagh</em>, and all 1rst-4th level spells of the <em>Animal</em> & <em>Plant</em> Domains, as well as the <em>Travel</em> & <em>Trickery</em> domains, and any spell that deals with travel (<em>Feather Fall</em>, <em>Fly</em>, <em>Levitate</em>, <em>Phantom Steed</em>, <em>Steed</em>, etc.) <em>Invisibility</em> is also an obvious omission (and the Assassin gets it, along with a good many others that are on their list that would look at home on the Ranger's). Any spells that aids in wilderness survival, and/or travel, and is forth level or less in any class, should be a Ranger spell.</p><p></p><p>As for "Spell-less" Rangers, some won't like it, but here's an idea... For each spell LEVEL (that's four of them, total) the Ranger's Player and the GM can pick one Extraordinary ability that is similar to a Ranger spell, and the PC has that ability as an Always-On (Ex.) ability, instead of the three spells of that level/day that a 20th level Ranger might have... For example.</p><p></p><p>Upon acquiring first level spell use, Aragorn opts to take the <em>Cure Light Wounds</em> ability, and gains 1D8+1 HPs, which are "Always-On" as his (Ex.) ability, instead of spells. Tough enough? He could select <em>Traceless Passage</em>, instead, and become as trackable as a Druid. Upon acquiring fourth level spellcasting, he could, instead, select <em>Freedom of Movement</em> as a permanent (Ex.) Ability.</p><p></p><p>Aside from Rangers who take the <em>Entangle</em> and/or <em>Snare</em> abilities, though, it would also be nice if Rangers could actually set traps, such as you always see in those Survival manuals. This should be doable with Craft (Trapmaking), but also with Survival, in some cases. Two ways to go with this...</p><p></p><p>The problem, here, is the DMG's trapmaking rules... One week and 1,000 GPs/CR of a trap is too much, and unusable, in game (unless you're building a dungeon). If a Ranger wants to beat steel into a bear trap, fine... go ahead and use the DMG! If he wants to set a quick simple snare, spring snare, deadfall, net or limb trap, or (cross-)bow trap, the times and prices are ridiculous.</p><p></p><p>So, allow any PC with Craft (Trapmaking) or Survival skill to set these simpler traps in a few rounds. For most, 20 rounds (two minutes) should be fine. Now for the "two ways" part...</p><p></p><p>The <em>Detect Snares and Pits</em> spell description makes it clear that Deadfalls, Snares, and Pits are easier to detect than other trap types... You can limit Rangers with Survival skill to setting CR Zero traps (which the DMG says to increase to CR 1), and keep them at DC:20 to detect/disarm. Personally, I see this as too weak to be useful, as Rogues already outclass this by about fifth level...</p><p></p><p>The other way is to limit non-falling, non-spike damage, and make the Spot DC be equal to the Ranger's Hide check (thus making that skill more useful, too). Perhaps 1D6/Ranger Level maximum damage, and a maximum Disable Device DC of 20? (Most of the traps in survival manuals ARE pretty doggone easy to disarm, but if you don't see'em...) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Also, I favor making Trapfinding a Feat. I also favor making the Monks' dodging ability (WIS Bonus to AC, plus plusses as you go up in levels) a Feats, as well. That would aid the unarmored swashbucklers, and should be on the Fighters' Bonus Feats list. Some form of Favored Enemy should be, as well (I suggest +2 to one type, the first time you take it, +2 to another the second, with the additional +2 to either the new or old one, thereafter. Take as often as you like, but never the exact same group).</p><p></p><p>Also, I originally suggested that Rangers get Uncanny Dodge, to make them better scouts. Instead, they got Evasion, and a good Reflex save... I would have preferred to see a Good Will save (many survival manuals state this as the most important piece of survival gear, and Rangers ARE Spellcasters - or at least Semi-!), no Evasion, and (Improved) Uncanny Dodge. I also wondered why they gave Barbarians the Fast Movement, instead of Rangers, but at least Rangers now get <em>Longstrider</em>, to help make up for it!</p><p></p><p>Yes, Favored Enemy should add to the appropriate Knowledge skill, and Favored Enemy (Vermin) or (Giants) add to Knowledge (Nature), already a class skill, while FE (Dragons) should add to Knowledge (Arcana)... not sure about making it a class skill, as it has other uses, and also give knowledge of Constructs & Magical Beasts, as well, IIRC. I think treating the Ranger as skilled in Knowledge (Arcana), and adding the FE Bonus, ONLY when dealing with Dragons, is enough. (Not that I'd object to giving them all Knowledge skills as Class skills, nor even to allowing FE to add the appropriate one). It's all good, to me!</p><p></p><p>Fixing TWF is easy: Just remove the -2/-2 penalties (when using a one-handed & Light weapon), and say that it doubles your attacks/round. No need for Improved/Greater TWF Feats. Then you could add TW Defense, Improved Shield Bash, TWF Rend and/or TWF Pounce as the other Feats in this chain. The Monks' "Flurry of Misses" needs the same fix, as well. This is pretty much the same thing as clawed monsters get...</p><p></p><p>In any case, these are <u>my</u> opinions on how Rangers can be improved... Oh, yeah, and WHY are they the ONLY spellcasting class without <em>Dispel Magic</em>? Not too flashy, is it? (<em>Firebrand</em> I can see!) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Steverooo, post: 2846501, member: 9410"] I like the Ranger, pretty well (much better than the 3e version), but it could be improved. As for what it does, Rangers are stealthy, perceptive woodsmen, adept at survival, tracking, and infiltration & spying... or so 1e said. 3.5e doesn't do this, so well... Stealth a Ranger has the SKILLS for, but the skills have been neutered. In 1 & 2e, Hide allowed using lampblack and/or camouflage (basically the equivalent of the Rangers' high-level ability) to hide, without needing something to hide behind. Both Rogues & Rangers (and any other PC Class with Hide) needs this ability restored. Hide in Plain Sight (which allows the PC to hide while being observed) is another matter. The [I]Cloak of Elvenkind[/I] should grant both. Perception the Ranger has down, pretty well. I would add Balance, and pernaps Sense Motive to the skill list. Balance is a necessity, IMHO. Rangers need to stop falling off of cliffs, and out of trees! Survival Rangers are only so-so at, and this is a problem with the skills system, not the class... Sure, they can find food & water, but they can't do anything else with Survival. The skill is nearly useless, in 3/3.5e... A first level Cleric with [I]Create Food and Water[/I] can outshine any Ranger, in most ways (and Clerics of the Travel Domain get Survival as a Class skill)! True, a Ranger can also use it to track, and (with 5+ ranks, always know which way is which), and to keep from getting lost, but... Once he's killed a buffalo, and gotten the meat, can he use the Sinew to make bows and strings? Made armor & moccasins out of the hide? Nope! Survival doesn't do that, Craft (X, Y, Z) does! So,... no! A skill that can be invalidated, save for a use requiring a Feat (Tracking) by two Zero-Level spells ([I]Create Food & Water[/I], [I]Know Direction[/I]) is a poor skill. One way to fix that is to allow Rangers to use Survival to survive more than just the weather, and "staying found". One possibility would be to give them a special "Survivalist" class ability that allows them to add their Ranger Class Level as a bonus to any Craft attempt with wood, stone, bone, or other natural materials (Barbarians... and perhaps Druids... should get similar). Tracking Rangers do well at, and the Swift Tracker class ability at higher levels really helps here. It should decrease the one roll/mile, at some point, however. Also, a Ranger who tries to mask tracks (taking, say, one round/set of tracks being masked) should force others to subtract his/her Ranger Class Level from the tracking roll. Infiltration & Spying Rangers don't have the skills for, except Listen/Search/Spot, & Hide/Move Quietly. They don't get Bluff (although they get a bonus vs. "Favored Enemies", for some odd reason), they don't get Disguise... So they can sneak in, assuming they have concealment or cover, or are very high level, but are no better at infiltrating than anyone else, and much worse than the Bard or Rogue! That could be improved (although many don't see it as the Ranger's place)! Another thing Rangers are good at, however, is RANGING, or travelling from place to place. They are not just WOODSmen, but also as at home in the veldt, tundra, plains, swamps, jungles, (ant-)arctic, etc. At tenth level, like the Rogue, they should get a Bonus Feat of [I]Skill Mastery[/I], which allows them to Take 10, at any time, with Balance, Climb, Jump, Ride, Swim, and any other (Class) movement skills, including running long distance. (I could even see adding Tumble as a Class skill, and to this list, but since the D&D version deals more with avoiding Attacks of Opportunity than moving acrobatically, I won't suggest doing this). Other tenth-level Bonus Feats could also be added. Animal Companions, I agree, should be optional, but (again) treated as (Ranger Level - 2), instead of x1/2. Swap for a Feat, if unwanted. Caster Level should be (Ranger Level -2), as well. The spell list needs a lot of work, still... Yes, Rangers (and all Semi-Spellcasters) should have Zero-Level spells, and for the Ranger, these should be the Druid's & Wizard's list. Casting should still be Divine, to avoid Arcane Spell Failure in Light Armor. Rangers tend to get "non-flashy" spells, and that's okay, by me, but they should get spells related to survival, etc. [I]Cure Minimal Wounds[/I], [I]Mending[/I] to fix things, [I]Prestidigitation[/I] to clean them, whichever [I]Cure[/I] spell they're missing (moving [I]Cure Light[/I] to first level). I agree with PS, they should have [I]Shillelagh[/I], and all 1rst-4th level spells of the [I]Animal[/I] & [I]Plant[/I] Domains, as well as the [I]Travel[/I] & [I]Trickery[/I] domains, and any spell that deals with travel ([I]Feather Fall[/I], [I]Fly[/I], [I]Levitate[/I], [I]Phantom Steed[/I], [I]Steed[/I], etc.) [I]Invisibility[/I] is also an obvious omission (and the Assassin gets it, along with a good many others that are on their list that would look at home on the Ranger's). Any spells that aids in wilderness survival, and/or travel, and is forth level or less in any class, should be a Ranger spell. As for "Spell-less" Rangers, some won't like it, but here's an idea... For each spell LEVEL (that's four of them, total) the Ranger's Player and the GM can pick one Extraordinary ability that is similar to a Ranger spell, and the PC has that ability as an Always-On (Ex.) ability, instead of the three spells of that level/day that a 20th level Ranger might have... For example. Upon acquiring first level spell use, Aragorn opts to take the [I]Cure Light Wounds[/I] ability, and gains 1D8+1 HPs, which are "Always-On" as his (Ex.) ability, instead of spells. Tough enough? He could select [I]Traceless Passage[/I], instead, and become as trackable as a Druid. Upon acquiring fourth level spellcasting, he could, instead, select [I]Freedom of Movement[/I] as a permanent (Ex.) Ability. Aside from Rangers who take the [I]Entangle[/I] and/or [I]Snare[/I] abilities, though, it would also be nice if Rangers could actually set traps, such as you always see in those Survival manuals. This should be doable with Craft (Trapmaking), but also with Survival, in some cases. Two ways to go with this... The problem, here, is the DMG's trapmaking rules... One week and 1,000 GPs/CR of a trap is too much, and unusable, in game (unless you're building a dungeon). If a Ranger wants to beat steel into a bear trap, fine... go ahead and use the DMG! If he wants to set a quick simple snare, spring snare, deadfall, net or limb trap, or (cross-)bow trap, the times and prices are ridiculous. So, allow any PC with Craft (Trapmaking) or Survival skill to set these simpler traps in a few rounds. For most, 20 rounds (two minutes) should be fine. Now for the "two ways" part... The [I]Detect Snares and Pits[/I] spell description makes it clear that Deadfalls, Snares, and Pits are easier to detect than other trap types... You can limit Rangers with Survival skill to setting CR Zero traps (which the DMG says to increase to CR 1), and keep them at DC:20 to detect/disarm. Personally, I see this as too weak to be useful, as Rogues already outclass this by about fifth level... The other way is to limit non-falling, non-spike damage, and make the Spot DC be equal to the Ranger's Hide check (thus making that skill more useful, too). Perhaps 1D6/Ranger Level maximum damage, and a maximum Disable Device DC of 20? (Most of the traps in survival manuals ARE pretty doggone easy to disarm, but if you don't see'em...) ;) Also, I favor making Trapfinding a Feat. I also favor making the Monks' dodging ability (WIS Bonus to AC, plus plusses as you go up in levels) a Feats, as well. That would aid the unarmored swashbucklers, and should be on the Fighters' Bonus Feats list. Some form of Favored Enemy should be, as well (I suggest +2 to one type, the first time you take it, +2 to another the second, with the additional +2 to either the new or old one, thereafter. Take as often as you like, but never the exact same group). Also, I originally suggested that Rangers get Uncanny Dodge, to make them better scouts. Instead, they got Evasion, and a good Reflex save... I would have preferred to see a Good Will save (many survival manuals state this as the most important piece of survival gear, and Rangers ARE Spellcasters - or at least Semi-!), no Evasion, and (Improved) Uncanny Dodge. I also wondered why they gave Barbarians the Fast Movement, instead of Rangers, but at least Rangers now get [I]Longstrider[/I], to help make up for it! Yes, Favored Enemy should add to the appropriate Knowledge skill, and Favored Enemy (Vermin) or (Giants) add to Knowledge (Nature), already a class skill, while FE (Dragons) should add to Knowledge (Arcana)... not sure about making it a class skill, as it has other uses, and also give knowledge of Constructs & Magical Beasts, as well, IIRC. I think treating the Ranger as skilled in Knowledge (Arcana), and adding the FE Bonus, ONLY when dealing with Dragons, is enough. (Not that I'd object to giving them all Knowledge skills as Class skills, nor even to allowing FE to add the appropriate one). It's all good, to me! Fixing TWF is easy: Just remove the -2/-2 penalties (when using a one-handed & Light weapon), and say that it doubles your attacks/round. No need for Improved/Greater TWF Feats. Then you could add TW Defense, Improved Shield Bash, TWF Rend and/or TWF Pounce as the other Feats in this chain. The Monks' "Flurry of Misses" needs the same fix, as well. This is pretty much the same thing as clawed monsters get... In any case, these are [U]my[/U] opinions on how Rangers can be improved... Oh, yeah, and WHY are they the ONLY spellcasting class without [I]Dispel Magic[/I]? Not too flashy, is it? ([I]Firebrand[/I] I can see!) ;) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Ranger - likes and dislikes?
Top