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Seeking comments regarding tweaked base classes (Fighter & Ranger)
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<blockquote data-quote="ValhallaGH" data-source="post: 5031587" data-attributes="member: 41187"><p>Interesting stuff. I'll ignore the other posters for the time being.</p><p></p><p>Ranger:</p><p>I see that you simply took most of the existing features as written and included them directly. That's fine, and comfortable for your players, making it even better.</p><p><em>Favored Enemy:</em> Your list of possible opponents stops with Humanoids. Why? If this is just an editing error then so be it, but if it's an intentional choice I'd love to know why outsiders and undead were removed from the list.</p><p>As far as the bonuses are concerned, either use the existing system or give all opponents the same bonus equal to the current maximum (+2 / +4 / +6 / +8, etc.). <strong>Do not</strong> return to the 3E stupidity of having to pick your most awesome favored enemy before the campaign starts (i.e. all previous bonuses go up).</p><p></p><p><em>Combat Style:</em> I like what you've done here. Lots of options without being too limiting. One thing you may consider is allowing a ranger to have access to both styles, allowing them to mix it up as they deem most appropriate using their very limited number of Combat Style feats.</p><p></p><p><em>Danger Sense:</em> Good 1E nod. I don't see an issue with this either way (as is, or all bonuses increase at the same rate). For unity of design reasons, whatever you do with Favored Enemy should be done with Danger Sense.</p><p></p><p><em>Animal Companion:</em> The Druid animal companion is a free combat NPC, effectively doubling the Druid's actions. It's too powerful.</p><p>Conversely, the Ranger animal companion (at 1/2 level) was too weak to be useful, even as a mount. A compromise of Level -3 can work.</p><p>Personally, I'm a fan of the Druid / Ranger having to convince the local wildlife to assist them (using their Wild Empathy class feature and some role playing ability) rather than giving them a constant magical meat shield / pet. Trailblazer did this, and I've enjoyed the flavor change and ability to keep it useful without being over-powered.</p><p></p><p><em>Spell:</em> Why not give them access to the Druid spell list? Keep the casting limits where they are, but expand (and improve) their options. There are not any / many spells on the Ranger list that aren't on the Druid list. And Rangers with Flame Strike at 14th level is not broken by any definition, but is pretty cool.</p><p></p><p><em>Hunter's Strike:</em> I'd suggest removing the per deim limitation, and instead requiring some sort of focus (ala Psionic Focus, see Expanded Psionics Handbook) to use it again. Alternatives can be as simple as requiring a minute (10 rounds) of meditation to regain the keen clarity to use the ability; requiring an action to be spent Aiming to use the Hunter's Strike (standard, move, or even full-round, depending on if you want them to be able to aim and shoot in the same round); making the character flat-footed until the beginning of his next turn due to the extreme focus it requires.</p><p>While X / day is easy to balance it tends to be unfun in play. Either the abilities are being saved for "when I really need it" or they are being used too quickly and players wish they had saved them.</p><p>Neat ability, though.</p><p></p><p>Overall, an interesting approach, adding a few new features to punch up the class a bit.</p><p></p><p></p><p>Fighter:</p><p>Much more pervasive changes. Again, you left the existing stuff alone but added new stuff. </p><p><em>Skill List:</em> I <strong>really</strong> like the customization option you put here. Small but excellent. And the increased skill points allow you to actually take advantage of it.</p><p></p><p><em>Weapon Feats:</em> Giving these out for free was a nice touch. It frees up a couple of feat slots while still being useful and Fighter-specific. Nice touch.</p><p></p><p><em>Fighting Style:</em> Interesting stuff here. Some good ideas and some less good ideas. I do like that both styles are about equal, with maybe a slight edge to the Heavy style.</p><p><em>Light Style:</em> Not bad. It builds a pretty decent light-fighter. Irresistible Strike is neat but doesn't need to be 1 / day. At level 20, your first attack generally hits 95% of the time, and most light-fighters aren't doing nearly enough damage to make the difference between two hits and three hits particularly relevant. </p><p>For both flavor and mechanical reasons I suggest figuring out how to make this essentially per encounter without actually making it per encounter (as the Hunter's Strike).</p><p><em>Heavy Style:</em> Again, not bad. The AC Bonus either needs a type or needs to be explicitly un-typed, as this cuts down on confusion. Brutal Strike is mean, but not all that mean; by 20th level the d10 (or whatever) weapon is the smallest part of your damage (static damage is king), and shifting it to a non-daily balance is more fun and not unbalancing (see Hunter's Strike for some suggestions).</p><p></p><p><em>Ignore DR:</em> This has a lot of style without actually changing the game much (if at all). </p><p></p><p><em>Perseverance:</em> This I like, and it makes dwarf fighters that much nastier. No complaints about this one (it even comes at the right level).</p><p></p><p><em>Suggestions:</em> Some sort of Slippery Mind-style ability would be good. Alternatively, something like Mettle (the Evasion of Fort / Will).</p><p></p><p>Overall, another interesting approach that does a lot for the class without either breaking it or making it unrecognizable.</p><p></p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5031587, member: 41187"] Interesting stuff. I'll ignore the other posters for the time being. Ranger: I see that you simply took most of the existing features as written and included them directly. That's fine, and comfortable for your players, making it even better. [I]Favored Enemy:[/I] Your list of possible opponents stops with Humanoids. Why? If this is just an editing error then so be it, but if it's an intentional choice I'd love to know why outsiders and undead were removed from the list. As far as the bonuses are concerned, either use the existing system or give all opponents the same bonus equal to the current maximum (+2 / +4 / +6 / +8, etc.). [b]Do not[/b] return to the 3E stupidity of having to pick your most awesome favored enemy before the campaign starts (i.e. all previous bonuses go up). [I]Combat Style:[/I] I like what you've done here. Lots of options without being too limiting. One thing you may consider is allowing a ranger to have access to both styles, allowing them to mix it up as they deem most appropriate using their very limited number of Combat Style feats. [I]Danger Sense:[/I] Good 1E nod. I don't see an issue with this either way (as is, or all bonuses increase at the same rate). For unity of design reasons, whatever you do with Favored Enemy should be done with Danger Sense. [I]Animal Companion:[/I] The Druid animal companion is a free combat NPC, effectively doubling the Druid's actions. It's too powerful. Conversely, the Ranger animal companion (at 1/2 level) was too weak to be useful, even as a mount. A compromise of Level -3 can work. Personally, I'm a fan of the Druid / Ranger having to convince the local wildlife to assist them (using their Wild Empathy class feature and some role playing ability) rather than giving them a constant magical meat shield / pet. Trailblazer did this, and I've enjoyed the flavor change and ability to keep it useful without being over-powered. [I]Spell:[/I] Why not give them access to the Druid spell list? Keep the casting limits where they are, but expand (and improve) their options. There are not any / many spells on the Ranger list that aren't on the Druid list. And Rangers with Flame Strike at 14th level is not broken by any definition, but is pretty cool. [I]Hunter's Strike:[/I] I'd suggest removing the per deim limitation, and instead requiring some sort of focus (ala Psionic Focus, see Expanded Psionics Handbook) to use it again. Alternatives can be as simple as requiring a minute (10 rounds) of meditation to regain the keen clarity to use the ability; requiring an action to be spent Aiming to use the Hunter's Strike (standard, move, or even full-round, depending on if you want them to be able to aim and shoot in the same round); making the character flat-footed until the beginning of his next turn due to the extreme focus it requires. While X / day is easy to balance it tends to be unfun in play. Either the abilities are being saved for "when I really need it" or they are being used too quickly and players wish they had saved them. Neat ability, though. Overall, an interesting approach, adding a few new features to punch up the class a bit. Fighter: Much more pervasive changes. Again, you left the existing stuff alone but added new stuff. [I]Skill List:[/I] I [B]really[/B] like the customization option you put here. Small but excellent. And the increased skill points allow you to actually take advantage of it. [I]Weapon Feats:[/I] Giving these out for free was a nice touch. It frees up a couple of feat slots while still being useful and Fighter-specific. Nice touch. [I]Fighting Style:[/I] Interesting stuff here. Some good ideas and some less good ideas. I do like that both styles are about equal, with maybe a slight edge to the Heavy style. [I]Light Style:[/I] Not bad. It builds a pretty decent light-fighter. Irresistible Strike is neat but doesn't need to be 1 / day. At level 20, your first attack generally hits 95% of the time, and most light-fighters aren't doing nearly enough damage to make the difference between two hits and three hits particularly relevant. For both flavor and mechanical reasons I suggest figuring out how to make this essentially per encounter without actually making it per encounter (as the Hunter's Strike). [I]Heavy Style:[/I] Again, not bad. The AC Bonus either needs a type or needs to be explicitly un-typed, as this cuts down on confusion. Brutal Strike is mean, but not all that mean; by 20th level the d10 (or whatever) weapon is the smallest part of your damage (static damage is king), and shifting it to a non-daily balance is more fun and not unbalancing (see Hunter's Strike for some suggestions). [I]Ignore DR:[/I] This has a lot of style without actually changing the game much (if at all). [I]Perseverance:[/I] This I like, and it makes dwarf fighters that much nastier. No complaints about this one (it even comes at the right level). [I]Suggestions:[/I] Some sort of Slippery Mind-style ability would be good. Alternatively, something like Mettle (the Evasion of Fort / Will). Overall, another interesting approach that does a lot for the class without either breaking it or making it unrecognizable. Good luck. [/QUOTE]
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