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Ranger Variant (updated)
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<blockquote data-quote="CRGreathouse" data-source="post: 87384" data-attributes="member: 474"><p>This looks very nice.</p><p></p><p>I have two broad categories of balance concerns: internal and external. I'd like to make sure each of the paths is about as powerful as the others, and that the ranger is no more powerful than the other classes.</p><p></p><p><strong>Internal Balance:</strong></p><p>The Dual-Wielder is by far the weakest path. I suggest Improved Two-Weapon Fighting as a bonus feat on level 9 - allowing them to take Improved Crit on that level with their normal feat.</p><p></p><p><strong>External Balance:</strong></p><p>The ranger is suddenly more powerful than all classes except (perhaps?) the cleric. If this is intentional (you want to encourage people to play rangers instead of other classes), OK; otherwise, something needs to be done. Perhaps a small fix like dropping them back to 4 skill points and trimming their list would work; I'm not sure. Needs playtesting.</p><p></p><p><strong>Potential Path Problems:</strong></p><p></p><p>These are the worse abuses of existing paths I could think of off the top of my head. After a careful look, decide if you're OK with these possible abuses, or if something should be done. I don't think that all of these warrent changes, but they're trouble spots.</p><p></p><p>The Archer is still the strongest path. The key is to look at a Ftr2/Rgr2 (order: ranger, fighter (x2), ranger).</p><p></p><p>The Dual-Wielder abuse is the traditional Rgr1/FtrX. I'm not really worried, are you? Adding ITWF might help encourage takingranger levels, but I don't know.</p><p></p><p>I may have created a monster with the Survivor. While it seems balanced under normal conditions, there's great potential for abuse with Masters of the Wild*. Kudos if you figure this one out on your own.</p><p></p><p>I like the Master Huntsman, but is a Rgr1/RogX overly powerful? This is especially important if the ranger has 6 skill points instead of 4.</p><p></p><p>Mounted Warrior - I can see a lot of paladins taking a ranger level first for good skills (max Spot!) and two useful feats, allowing the paladin to spend remaining feats on Spitited Charge and weapon-specific feats.</p><p></p><p>Wilderness Runner - I don't see any way to abuse this at all. Do you? If a character wants +20 from Rgr1/Bbn1, more power to them.</p><p></p><p>* The Forsaker prestige class. Suddenly, it's possible on level 2 - at minimal cost. The class is especially powerful on low-magic worlds; I don't know the level on yours, but think carefully about this.</p></blockquote><p></p>
[QUOTE="CRGreathouse, post: 87384, member: 474"] This looks very nice. I have two broad categories of balance concerns: internal and external. I'd like to make sure each of the paths is about as powerful as the others, and that the ranger is no more powerful than the other classes. [b]Internal Balance:[/b] The Dual-Wielder is by far the weakest path. I suggest Improved Two-Weapon Fighting as a bonus feat on level 9 - allowing them to take Improved Crit on that level with their normal feat. [b]External Balance:[/b] The ranger is suddenly more powerful than all classes except (perhaps?) the cleric. If this is intentional (you want to encourage people to play rangers instead of other classes), OK; otherwise, something needs to be done. Perhaps a small fix like dropping them back to 4 skill points and trimming their list would work; I'm not sure. Needs playtesting. [b]Potential Path Problems:[/b] These are the worse abuses of existing paths I could think of off the top of my head. After a careful look, decide if you're OK with these possible abuses, or if something should be done. I don't think that all of these warrent changes, but they're trouble spots. The Archer is still the strongest path. The key is to look at a Ftr2/Rgr2 (order: ranger, fighter (x2), ranger). The Dual-Wielder abuse is the traditional Rgr1/FtrX. I'm not really worried, are you? Adding ITWF might help encourage takingranger levels, but I don't know. I may have created a monster with the Survivor. While it seems balanced under normal conditions, there's great potential for abuse with Masters of the Wild*. Kudos if you figure this one out on your own. I like the Master Huntsman, but is a Rgr1/RogX overly powerful? This is especially important if the ranger has 6 skill points instead of 4. Mounted Warrior - I can see a lot of paladins taking a ranger level first for good skills (max Spot!) and two useful feats, allowing the paladin to spend remaining feats on Spitited Charge and weapon-specific feats. Wilderness Runner - I don't see any way to abuse this at all. Do you? If a character wants +20 from Rgr1/Bbn1, more power to them. * The Forsaker prestige class. Suddenly, it's possible on level 2 - at minimal cost. The class is especially powerful on low-magic worlds; I don't know the level on yours, but think carefully about this. [/QUOTE]
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