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Ranger Variant (updated)
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<blockquote data-quote="Dr. Zoom" data-source="post: 69066" data-attributes="member: 409"><p>I have a few reflections you may find helpful or useful, or not.</p><p></p><p>First, I will say that I have tried a few different alt.rangers and I have not liked any of them. Monte's ranger is too feat heavy, although his spell progression and new spells are nice. Further, he did nothing to favored enemy, which is odd because that was one of the problems he listed with the core class. Other alt.rangers infringed too much for my taste upon the major abilities of other core classes, like fast movement, sneak attack, woodland stride, etc., and simply had too many extras. </p><p></p><p>I am not one who thinks that the ranger is more front-loaded than the other core classes. Nor do I have a problem with the two-weapon fighting, although I would consider different options if a player requested them (such as you have listed for your ranger's chosen path). The main problems for me is a lack of any abilities gained at 2nd and 3rd level, too slow a spell progression, and the way the favored enemy bonuses apply. Secondarily, it seems that the ranger should be able to master a few skills at higher level.</p><p></p><p>So I granted a bonus feat at second level with no restricted list to allow for maximum customizaton (this is the one and only bonus feat for the ranger!) and, at 3rd level, the smite ability once per day against any favored enemy. I have not found a great way to alter the core favored enemy bonuses yet, but your refocus sounds nice. I think I may try it. I also like the idea of allowing the bonus to be applied to more than just damage, primarily so that the ranger who chooses undead for a favored enemy does not lose ¾ of the ability, but also to allow for more flavor. I allow the ranger to apply it either to damage rolls, attack rolls, or AC as a Dodge bonus (rumor is that MotW suggests something similar for favored enemies that are immune to critical hits). The ranger must choose from turn to turn, however, the option to which it will apply, similar to how one chooses his opponent each round for the Dodge feat. For spells I added to the ranger list the ranger spells from the WotC Spellbook feature, the ranger spell from DotF, Monte Cook's new ranger spells, and 4 spells from the PH (expeditious retreat, barkskin, commune with nature, wall of thorns). I look forward to the new spells in MotW, although I do not have that book yet. I increased the level of access for the higher level spells as Monte Cook did, at 7th, 10th, and 13th level, although you begin with “0” spells at each new spell level. The progression goes like this: 0-1-1-2-2-2-3-3-3-3-4. For 3rd and 4th level spells this progression is a little better at 18th, 19th, and 20th level. The bottom line is that a 20th level ranger has 4 spells of each level. Finally, the ranger gets Skill Mastery at 13th level as the rogue ability of the same name in the PH, except this is a one-time ability, so choose wisely.</p><p></p><p>I think your favored enemy as a whole is too good. It grants the bonus to 12 skills instead of 5, to attack rolls, to damage rolls, to AC, to initiative, and to certain saving throws. </p><p></p><p>The favored enemy skill list is too long. I suggest keeping the core list and perhaps one or two of the others, like knowledge or heal or intimidate. The rest of the skills on your list I do not think favored enemy should affect.</p><p></p><p>I suggest making the ranger choose between attack, damage, and AC. Giving the bonus to each ability simultaneously is too much. I don't think inititiative or saving throws should benefit from this bonus at all. The ranger cannot have two or three initiative numbers, which he would need in a mixed battle. That would not be a good idea not to mention impractical. Nor do I think a ranger would be more resistant to the spells and abilities of his favored enemies. He would know about them and be able to prepare accordingly, though. For example, a ranger with undead as a favored enemy might want to take the Great Fortitude and/or Iron Will feats in order to better combat ghouls and vampires.</p><p></p><p>I have never liked the idea that a ranger of any level can thwart the trackless step ability or pass without trace spell. This would be more of an epic level ability or at best a 4th level spell. Not even a ranger should be able to track a druid. Likewise for flying and incorporeal creatures. I would scratch all this.</p><p></p><p>The chosen paths are ok. My rangers are dual-wielders by default, but I would entertain variants if a player wanted something other than TWF. So far, this has not been the case IMC.</p><p></p><p>I prefer d10 HD and good Fort saves, but d8 and good Fort and Reflex saves seems to be the acceptable variation. I hesitate to give rangers 6 skill points. I say stay at 4 and let the player put a 12+ in Intelligence and/or be human to get more. I don't really mind the extra skills too much, nor do I see a reason to have any, besides perhaps Knowledge (favored enemy).</p><p></p><p>I like the fact that you have changed the spell progression for the better. This is one of my main problems with the core ranger (and paladin, too). I think you should make them more even, however. I suggest Monte Cook's or a variation of it like my own. BTW, what are the 0 level spells for your ranger? There are already some 0 level spells on the 1st level ranger list.</p><p></p><p>Sorry about being so long-winded. I hope my comments help. Perhaps I should post my alt.ranger for you to compare.</p></blockquote><p></p>
[QUOTE="Dr. Zoom, post: 69066, member: 409"] I have a few reflections you may find helpful or useful, or not. First, I will say that I have tried a few different alt.rangers and I have not liked any of them. Monte's ranger is too feat heavy, although his spell progression and new spells are nice. Further, he did nothing to favored enemy, which is odd because that was one of the problems he listed with the core class. Other alt.rangers infringed too much for my taste upon the major abilities of other core classes, like fast movement, sneak attack, woodland stride, etc., and simply had too many extras. I am not one who thinks that the ranger is more front-loaded than the other core classes. Nor do I have a problem with the two-weapon fighting, although I would consider different options if a player requested them (such as you have listed for your ranger's chosen path). The main problems for me is a lack of any abilities gained at 2nd and 3rd level, too slow a spell progression, and the way the favored enemy bonuses apply. Secondarily, it seems that the ranger should be able to master a few skills at higher level. So I granted a bonus feat at second level with no restricted list to allow for maximum customizaton (this is the one and only bonus feat for the ranger!) and, at 3rd level, the smite ability once per day against any favored enemy. I have not found a great way to alter the core favored enemy bonuses yet, but your refocus sounds nice. I think I may try it. I also like the idea of allowing the bonus to be applied to more than just damage, primarily so that the ranger who chooses undead for a favored enemy does not lose ¾ of the ability, but also to allow for more flavor. I allow the ranger to apply it either to damage rolls, attack rolls, or AC as a Dodge bonus (rumor is that MotW suggests something similar for favored enemies that are immune to critical hits). The ranger must choose from turn to turn, however, the option to which it will apply, similar to how one chooses his opponent each round for the Dodge feat. For spells I added to the ranger list the ranger spells from the WotC Spellbook feature, the ranger spell from DotF, Monte Cook's new ranger spells, and 4 spells from the PH (expeditious retreat, barkskin, commune with nature, wall of thorns). I look forward to the new spells in MotW, although I do not have that book yet. I increased the level of access for the higher level spells as Monte Cook did, at 7th, 10th, and 13th level, although you begin with “0” spells at each new spell level. The progression goes like this: 0-1-1-2-2-2-3-3-3-3-4. For 3rd and 4th level spells this progression is a little better at 18th, 19th, and 20th level. The bottom line is that a 20th level ranger has 4 spells of each level. Finally, the ranger gets Skill Mastery at 13th level as the rogue ability of the same name in the PH, except this is a one-time ability, so choose wisely. I think your favored enemy as a whole is too good. It grants the bonus to 12 skills instead of 5, to attack rolls, to damage rolls, to AC, to initiative, and to certain saving throws. The favored enemy skill list is too long. I suggest keeping the core list and perhaps one or two of the others, like knowledge or heal or intimidate. The rest of the skills on your list I do not think favored enemy should affect. I suggest making the ranger choose between attack, damage, and AC. Giving the bonus to each ability simultaneously is too much. I don't think inititiative or saving throws should benefit from this bonus at all. The ranger cannot have two or three initiative numbers, which he would need in a mixed battle. That would not be a good idea not to mention impractical. Nor do I think a ranger would be more resistant to the spells and abilities of his favored enemies. He would know about them and be able to prepare accordingly, though. For example, a ranger with undead as a favored enemy might want to take the Great Fortitude and/or Iron Will feats in order to better combat ghouls and vampires. I have never liked the idea that a ranger of any level can thwart the trackless step ability or pass without trace spell. This would be more of an epic level ability or at best a 4th level spell. Not even a ranger should be able to track a druid. Likewise for flying and incorporeal creatures. I would scratch all this. The chosen paths are ok. My rangers are dual-wielders by default, but I would entertain variants if a player wanted something other than TWF. So far, this has not been the case IMC. I prefer d10 HD and good Fort saves, but d8 and good Fort and Reflex saves seems to be the acceptable variation. I hesitate to give rangers 6 skill points. I say stay at 4 and let the player put a 12+ in Intelligence and/or be human to get more. I don't really mind the extra skills too much, nor do I see a reason to have any, besides perhaps Knowledge (favored enemy). I like the fact that you have changed the spell progression for the better. This is one of my main problems with the core ranger (and paladin, too). I think you should make them more even, however. I suggest Monte Cook's or a variation of it like my own. BTW, what are the 0 level spells for your ranger? There are already some 0 level spells on the 1st level ranger list. Sorry about being so long-winded. I hope my comments help. Perhaps I should post my alt.ranger for you to compare. [/QUOTE]
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