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*Dungeons & Dragons
Revised Ranger Base Class and Three Archetypes - Hunter, Beastmaster and Spirit Invoker
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<blockquote data-quote="simonb530" data-source="post: 6853940" data-attributes="member: 6798486"><p>Blue,</p><p></p><p>Thank you for taking the time and looking over it. I have made a few changes based on your suggestion.</p><p></p><p>I have fixed the average hit points to be 6.</p><p></p><p>I moved the fighting style to the 1st level because gaining both Favored Enemy and Terrain on the 1st really did nothing for the ranger. People might try to dip (1-2 lv) into the ranger to get the fighting style but would end up with a semi-useless ability (favored enemy - which is why I scaled its improvements with ranger level), while if they dip into fighter. They get second wind as well. For this reason, I don't think the ranger gaining fighting style at 1st level is really overshadowing the fighter class. </p><p></p><p></p><p>Let me explain my reasoning for the changes to favored terrains and enemies.</p><p></p><p>Favored Enemies - in the original was weak and really only added fluff to the class, but then the capstone ability was built around that fluff. I didn't want to make favored enemies be required for the ranger to perform well, but just to give him a little bit of an edge when fighting them. That is why I merged Foe Hunter into to favored enemies. I scaled these improvements to prevent people from level dipping and being as good as a ranger with their favored enemies.</p><p></p><p>Natural Terrain/Favored Terrain is very similar to favored enemies in the original class. I wanted to improve favored terrain but again not require it to be present for the ranger to do well. Therefore, I merged vanish with favored terrain. I did break up the effects of vanish - hide as a bonus action and a GROUP can't be track by nonmagical. </p><p></p><p>If you are comparing the original to my version, I did give more "bonuses" to the favored enemies over favored terrain. But if you are looking at my version and comparing favored terrain and enemies they are equal in power.</p><p></p><p>Hunter's Expertise - it's possible but it depends on how the person wants to play. I think the hunter should be able to be stealthy but it shouldn't be a requirement for the ranger to perform well. Kinda another reason I put vanish into favored terrains.</p><p></p><p>With removing the spells and not increasing attacks on the ranger (I didn't want to overshadow the fighter), I increased the power of each archetype. I hope the character is balanced, but the archetypes themselves probably seem strong compared to other archetypes.</p><p></p><p></p><p>For the ranger capstone feature, I wasn't too sure what a good feature is without being overpowered. I personally kinda like the idea that the ranger could spend sometime studying an enemy (kinda like Know Your Enemy) or a terrain and temporarily gain it as favored enemy or terrain. I think this would fit the ranger theme better. What do you think?</p><p></p><p></p><p>I had just made some changes to the deeds system, which is now called Exploits.</p><p></p><p>- If you kill a favored enemy with a critical hit, you gain 2 focus points, not 4.</p><p></p><p>- Changed Giant Killer, Horde Breaker, Multiattack defense to require spending a focus point to activate them.</p><p></p><p>- Changed Colossus Slayer, Escape the Horde, Keen Sight, Iron Mind - require allocating a focus point to remain active.</p><p></p><p>For example if I have 3 focus points, and the following Exploits Precision Attack, Colossus Slayer, and Keen Sight. I chose to allocate 2 focus points as a bonus action to have Colossus Slayer and Keen Sight active. This leaves me with 1 focus point to activate Precision Attack. The next, turn I could remove a focus point from Keen Sight as a bonus action. Leaving Colossus Slayer active and do another Precision Attack.</p><p></p><p>I think this setup would prevent abuse of the Exploit system, but would add a little bit of tracking.</p><p></p><p>I hope this is better and appreciate the time you spent going through and critiquing it.</p></blockquote><p></p>
[QUOTE="simonb530, post: 6853940, member: 6798486"] Blue, Thank you for taking the time and looking over it. I have made a few changes based on your suggestion. I have fixed the average hit points to be 6. I moved the fighting style to the 1st level because gaining both Favored Enemy and Terrain on the 1st really did nothing for the ranger. People might try to dip (1-2 lv) into the ranger to get the fighting style but would end up with a semi-useless ability (favored enemy - which is why I scaled its improvements with ranger level), while if they dip into fighter. They get second wind as well. For this reason, I don't think the ranger gaining fighting style at 1st level is really overshadowing the fighter class. Let me explain my reasoning for the changes to favored terrains and enemies. Favored Enemies - in the original was weak and really only added fluff to the class, but then the capstone ability was built around that fluff. I didn't want to make favored enemies be required for the ranger to perform well, but just to give him a little bit of an edge when fighting them. That is why I merged Foe Hunter into to favored enemies. I scaled these improvements to prevent people from level dipping and being as good as a ranger with their favored enemies. Natural Terrain/Favored Terrain is very similar to favored enemies in the original class. I wanted to improve favored terrain but again not require it to be present for the ranger to do well. Therefore, I merged vanish with favored terrain. I did break up the effects of vanish - hide as a bonus action and a GROUP can't be track by nonmagical. If you are comparing the original to my version, I did give more "bonuses" to the favored enemies over favored terrain. But if you are looking at my version and comparing favored terrain and enemies they are equal in power. Hunter's Expertise - it's possible but it depends on how the person wants to play. I think the hunter should be able to be stealthy but it shouldn't be a requirement for the ranger to perform well. Kinda another reason I put vanish into favored terrains. With removing the spells and not increasing attacks on the ranger (I didn't want to overshadow the fighter), I increased the power of each archetype. I hope the character is balanced, but the archetypes themselves probably seem strong compared to other archetypes. For the ranger capstone feature, I wasn't too sure what a good feature is without being overpowered. I personally kinda like the idea that the ranger could spend sometime studying an enemy (kinda like Know Your Enemy) or a terrain and temporarily gain it as favored enemy or terrain. I think this would fit the ranger theme better. What do you think? I had just made some changes to the deeds system, which is now called Exploits. - If you kill a favored enemy with a critical hit, you gain 2 focus points, not 4. - Changed Giant Killer, Horde Breaker, Multiattack defense to require spending a focus point to activate them. - Changed Colossus Slayer, Escape the Horde, Keen Sight, Iron Mind - require allocating a focus point to remain active. For example if I have 3 focus points, and the following Exploits Precision Attack, Colossus Slayer, and Keen Sight. I chose to allocate 2 focus points as a bonus action to have Colossus Slayer and Keen Sight active. This leaves me with 1 focus point to activate Precision Attack. The next, turn I could remove a focus point from Keen Sight as a bonus action. Leaving Colossus Slayer active and do another Precision Attack. I think this setup would prevent abuse of the Exploit system, but would add a little bit of tracking. I hope this is better and appreciate the time you spent going through and critiquing it. [/QUOTE]
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