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Ranger Rehash
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<blockquote data-quote="BluSponge" data-source="post: 6702827" data-attributes="member: 916"><p>Ok, after giving the file a second (though not intensely thorough) reading, I'm starting to put my finger on what I don't like about it. My initial impression was that it felt too complex. I realize that's rich as the whole idea was to build a ranger with two decision points ala the warlock, but there you go. Now I'm beginning to understand why.</p><p></p><p>First up, the whole trail/lodge relationship isn't very strong. Maybe it's the choice in language, but they look more related than they really are. Compare the warlock, since that was the basis for the update. You pick a pact at first level, then a gift at level...3? Anyway the two are related. They build on one another. Not so with the ranger. Picking a trail (hunter, scout, or warden) really doesn't have a connection when you eventually pick a lodge (guardian, wanderer, or seeker). So instead of building on the player's original choice, it forks.</p><p></p><p>Second issue: wild knacks. I get the idea behind these, but they come away feeling like "not-feats." No, no, really these are class abilities. Wink, wink, nod, nod. I think these things work better baked into the archetype. Right now , two of the archetypes (lodges) you have are ranger and wandery ranger. I don't think the distinction between these two is that strong. The Seeker, OTOH, makes sense because you are essentially trading out some of your combat abilities for spell casting umph. I don't really think you need to monkey with the spell list (except maybe incorporate some of the stuff from the player supplements), just mirror the existing Hunter archetype with three choices at each milestone.</p><p></p><p>So I'm going to make a bit of a radical suggestion. Forget the spell-less ranger. Before anyone screams blasphemy, a scout would make a great background for a fighter, barbarian or ranger. A "spell-less" ranger is probably going to be more satisfying as a fighter archetype when you really get down to it.</p><p></p><p>I need to read through the wild knacks more closely, but I think these can be split between the archetypes nicely without making them "not-feats."</p><p></p><p>It's a cool departure, and has the makings of a nice Ranger but it still needs to cook a bit. Stop giving me options and give me a strong archetype with choices that support it.</p><p></p><p>Tom</p></blockquote><p></p>
[QUOTE="BluSponge, post: 6702827, member: 916"] Ok, after giving the file a second (though not intensely thorough) reading, I'm starting to put my finger on what I don't like about it. My initial impression was that it felt too complex. I realize that's rich as the whole idea was to build a ranger with two decision points ala the warlock, but there you go. Now I'm beginning to understand why. First up, the whole trail/lodge relationship isn't very strong. Maybe it's the choice in language, but they look more related than they really are. Compare the warlock, since that was the basis for the update. You pick a pact at first level, then a gift at level...3? Anyway the two are related. They build on one another. Not so with the ranger. Picking a trail (hunter, scout, or warden) really doesn't have a connection when you eventually pick a lodge (guardian, wanderer, or seeker). So instead of building on the player's original choice, it forks. Second issue: wild knacks. I get the idea behind these, but they come away feeling like "not-feats." No, no, really these are class abilities. Wink, wink, nod, nod. I think these things work better baked into the archetype. Right now , two of the archetypes (lodges) you have are ranger and wandery ranger. I don't think the distinction between these two is that strong. The Seeker, OTOH, makes sense because you are essentially trading out some of your combat abilities for spell casting umph. I don't really think you need to monkey with the spell list (except maybe incorporate some of the stuff from the player supplements), just mirror the existing Hunter archetype with three choices at each milestone. So I'm going to make a bit of a radical suggestion. Forget the spell-less ranger. Before anyone screams blasphemy, a scout would make a great background for a fighter, barbarian or ranger. A "spell-less" ranger is probably going to be more satisfying as a fighter archetype when you really get down to it. I need to read through the wild knacks more closely, but I think these can be split between the archetypes nicely without making them "not-feats." It's a cool departure, and has the makings of a nice Ranger but it still needs to cook a bit. Stop giving me options and give me a strong archetype with choices that support it. Tom [/QUOTE]
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