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The Ranger 2.0 [Class Revision]
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<blockquote data-quote="TheCosmicKid" data-source="post: 6713714" data-attributes="member: 6683613"><p>I really like most of what you've done here. It seems like everybody is thinking about the ranger lately, but my own thoughts have run along very similar lines to yours.</p><p></p><p>Hunter's Quarry is pretty much spot-on for what the ranger needs. If I might make a suggestion, I would increase its activation time to an action out of concern for its power (especially since it's at 1st level), but I would also allow the ranger to designate a creature as quarry as long as he can see <em>its tracks</em>.</p><p></p><p>Your little modification to Natural Explorer really increases the ranger's utility without being overpowered. My one concern is simply one of misinterpretation: now that you're giving the ranger a conventional expertise ability in Wild Empathy, some people reading Natural Explorer might think that you double proficiency on Animal Handling, Nature, and Survival checks <em>again</em>.</p><p></p><p>Spirit Bond is the one feature I'm really uncertain about. I'm not sure that the animal companion needs to be split off into a separate decision point from the archetypes; Beast Master works just fine as an archetype. (If I were going to add a second decision point to the ranger, it would be spells/no spells rather than companion/no companion.) And some of the details seem troublesome. The formulas you have for the companion's AC and HP are weird and fiddly. And on the Prime Strike side, the proximity requirement is basically telling players "Don't be an archer!" which seems counter to many ranger character concepts.</p><p></p><p>Multiattack is a little odd conceptually, now that Hunter's Quarry is in there. Hunter's Quarry says, "You are really good at focusing on one target", while Multiattack says, "Fight everybody at once!" And to me, the former just feels much more like a proper ranger -- did I mention how Hunter's Quarry is spot-on? I know the Multiattack abilities are on the actual PHB ranger's list, but they just seem a lot more like fighter or barbarian abilities to me.</p><p></p><p>Regarding the scout's Battle Fortitude -- is there a reason the ranger doesn't simply have Constitution save proficiency from the outset? I never understood that about the PHB version. Rangers are all about toughing things out.</p><p></p><p>And I'm afraid I don't really understand the intended identity of the seeker. What is a seeker supposed to be and do?</p></blockquote><p></p>
[QUOTE="TheCosmicKid, post: 6713714, member: 6683613"] I really like most of what you've done here. It seems like everybody is thinking about the ranger lately, but my own thoughts have run along very similar lines to yours. Hunter's Quarry is pretty much spot-on for what the ranger needs. If I might make a suggestion, I would increase its activation time to an action out of concern for its power (especially since it's at 1st level), but I would also allow the ranger to designate a creature as quarry as long as he can see [I]its tracks[/I]. Your little modification to Natural Explorer really increases the ranger's utility without being overpowered. My one concern is simply one of misinterpretation: now that you're giving the ranger a conventional expertise ability in Wild Empathy, some people reading Natural Explorer might think that you double proficiency on Animal Handling, Nature, and Survival checks [I]again[/I]. Spirit Bond is the one feature I'm really uncertain about. I'm not sure that the animal companion needs to be split off into a separate decision point from the archetypes; Beast Master works just fine as an archetype. (If I were going to add a second decision point to the ranger, it would be spells/no spells rather than companion/no companion.) And some of the details seem troublesome. The formulas you have for the companion's AC and HP are weird and fiddly. And on the Prime Strike side, the proximity requirement is basically telling players "Don't be an archer!" which seems counter to many ranger character concepts. Multiattack is a little odd conceptually, now that Hunter's Quarry is in there. Hunter's Quarry says, "You are really good at focusing on one target", while Multiattack says, "Fight everybody at once!" And to me, the former just feels much more like a proper ranger -- did I mention how Hunter's Quarry is spot-on? I know the Multiattack abilities are on the actual PHB ranger's list, but they just seem a lot more like fighter or barbarian abilities to me. Regarding the scout's Battle Fortitude -- is there a reason the ranger doesn't simply have Constitution save proficiency from the outset? I never understood that about the PHB version. Rangers are all about toughing things out. And I'm afraid I don't really understand the intended identity of the seeker. What is a seeker supposed to be and do? [/QUOTE]
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