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Ranger: What needs fixing?
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<blockquote data-quote="Gilrion" data-source="post: 37981" data-attributes="member: 1141"><p>Two things I would definitely not include:</p><p></p><p>Favored Enemy and Favored Terrain. The bonuses to these are often negligible, even if you beef them up. They are a pain to keep track of. It's much like Dodge: I keep forgetting that lousy +1 AC vs one guy. As Monte Cook stated, these bonuses kick in when the DM wants them to. To a player, that means the abilities will be useless most of the time. I would drop the abilities altogether.</p><p></p><p>If you really like it, make Favored Enemy a feat available for all, which is what it should always have been. Why must my ranger hate a certain number of races? Can't he just get along?</p><p></p><p></p><p>TWF is no more than a proficiency. Notice it is not noted as a class ability (as it was in 2E). It is there to make converting 2E rangers better. It makes as much sense as Medium Armor Proficiency. TWF should not be viewed as a class ability (though it tends to be because of the notorious lack of ranger class abilities).</p><p></p><p></p><p>Don't change skill points. Yes, they are few, but ask <em>anyone</em> and they will tell you they are strapped for skill points. Even a rogue with a good int will have less than he wants. That is the nature of D&D. If you really feel rangers need the boost (not saying they don't) try giving them some bonus skill points in less-selected skills, like Climb, Jump, Swim. Now you're probably thinking: "that's what favored terrain is for!" Let me tell you: it's not the same. Most times I make these checks will not be in my favored terrain (unless your entire campaign revolves around it) making the class ability practically non-existant.</p><p></p><p>Try to think of some high level abilities. Feats are an option (from a limited list, of course) but it takes away from the fighter a bit. I must admit I have failed to come up with these high level abilities myself, but I'm not even a GM, let alone a game designer. I have come up with some ideas more oriented for a skirmisher-type, but they seem suitable for a PrC, not a core class. I would try to keep it general.</p><p></p><p>Uncanny Dodge is essential for the ranger due to his light armor tendency (not necessarilly related to TWF: how many full-plated rangers have you played?). It makes more sense for the ranger than the barbarian, and I still say the ranger took a bullet here.</p><p></p><p>Some good low-level abilities would be stuff like Fast Heal (ranger heals twice as fast, recovering hps from rest at double rate. Same for temporary ability score damage?), better tracking (track at full speed, add half ranks in Wil. Lore to his DC), Trailblazing (very useful at low levels, i.e. before Teleport) to name a few.</p><p></p><p></p><p>Oh, and on the subject of rangers being front-loaded, I totally agree with bardolph: check out other classes before you point fingers at the ranger.</p></blockquote><p></p>
[QUOTE="Gilrion, post: 37981, member: 1141"] Two things I would definitely not include: Favored Enemy and Favored Terrain. The bonuses to these are often negligible, even if you beef them up. They are a pain to keep track of. It's much like Dodge: I keep forgetting that lousy +1 AC vs one guy. As Monte Cook stated, these bonuses kick in when the DM wants them to. To a player, that means the abilities will be useless most of the time. I would drop the abilities altogether. If you really like it, make Favored Enemy a feat available for all, which is what it should always have been. Why must my ranger hate a certain number of races? Can't he just get along? TWF is no more than a proficiency. Notice it is not noted as a class ability (as it was in 2E). It is there to make converting 2E rangers better. It makes as much sense as Medium Armor Proficiency. TWF should not be viewed as a class ability (though it tends to be because of the notorious lack of ranger class abilities). Don't change skill points. Yes, they are few, but ask [i]anyone[/i] and they will tell you they are strapped for skill points. Even a rogue with a good int will have less than he wants. That is the nature of D&D. If you really feel rangers need the boost (not saying they don't) try giving them some bonus skill points in less-selected skills, like Climb, Jump, Swim. Now you're probably thinking: "that's what favored terrain is for!" Let me tell you: it's not the same. Most times I make these checks will not be in my favored terrain (unless your entire campaign revolves around it) making the class ability practically non-existant. Try to think of some high level abilities. Feats are an option (from a limited list, of course) but it takes away from the fighter a bit. I must admit I have failed to come up with these high level abilities myself, but I'm not even a GM, let alone a game designer. I have come up with some ideas more oriented for a skirmisher-type, but they seem suitable for a PrC, not a core class. I would try to keep it general. Uncanny Dodge is essential for the ranger due to his light armor tendency (not necessarilly related to TWF: how many full-plated rangers have you played?). It makes more sense for the ranger than the barbarian, and I still say the ranger took a bullet here. Some good low-level abilities would be stuff like Fast Heal (ranger heals twice as fast, recovering hps from rest at double rate. Same for temporary ability score damage?), better tracking (track at full speed, add half ranks in Wil. Lore to his DC), Trailblazing (very useful at low levels, i.e. before Teleport) to name a few. Oh, and on the subject of rangers being front-loaded, I totally agree with bardolph: check out other classes before you point fingers at the ranger. [/QUOTE]
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