fuindordm
Adventurer
Lots of good points in this thread.
I'd just like to say that what will make the ranger worthy of being a class, rather than a collection of feat- like abilities that any character could learn, is if the class features together create a play experience that feels different.
Any mundane class can be broken down into feat- like abilities. For the mundane classes, the driving force behind their "uniqueness" is how they participate in battles, not the fluff or even the skills.
Fighter: weapon mastery, probably has more tactical options than other classes.
Barbarian: rage, overwhelm opponent before he can kill you.
Rogue: get in a SA while opponent is flat-footed, maybe flank for dirty fighting if it doesn't look to dangerous in there...
Ranger? I see the class as a hunter and guerilla fighter. Bonus damage from some version of favored enemy or quarry, and abilities rewarding a strategy of hitting and moving on. Unlike the rogue, he doesn't get big bonuses on surprise attacks; but he can stand and fight if he has to.
I don't care too much how the favored enemy bonuses are implemented.
I really like Minigiant's suggestion that the ranger has a pool of bonuses that can be redistributed somehow without waiting for a level up.
Or what if the ranger just got bonuses after each combat in a given adventure? Fight one battle with ogres, get +2 on the next. Fight the next battle, get a +4. Then when it's time to face the ogre king, the ranger is at +8... This could be the class that gets better as the adventure progresses. Offer the player some choice in the focus, and tie the max bonus to level.
But when the adventure is over, the bonuses are lost. Time to focus on something else...
I'd just like to say that what will make the ranger worthy of being a class, rather than a collection of feat- like abilities that any character could learn, is if the class features together create a play experience that feels different.
Any mundane class can be broken down into feat- like abilities. For the mundane classes, the driving force behind their "uniqueness" is how they participate in battles, not the fluff or even the skills.
Fighter: weapon mastery, probably has more tactical options than other classes.
Barbarian: rage, overwhelm opponent before he can kill you.
Rogue: get in a SA while opponent is flat-footed, maybe flank for dirty fighting if it doesn't look to dangerous in there...
Ranger? I see the class as a hunter and guerilla fighter. Bonus damage from some version of favored enemy or quarry, and abilities rewarding a strategy of hitting and moving on. Unlike the rogue, he doesn't get big bonuses on surprise attacks; but he can stand and fight if he has to.
I don't care too much how the favored enemy bonuses are implemented.
I really like Minigiant's suggestion that the ranger has a pool of bonuses that can be redistributed somehow without waiting for a level up.
Or what if the ranger just got bonuses after each combat in a given adventure? Fight one battle with ogres, get +2 on the next. Fight the next battle, get a +4. Then when it's time to face the ogre king, the ranger is at +8... This could be the class that gets better as the adventure progresses. Offer the player some choice in the focus, and tie the max bonus to level.
But when the adventure is over, the bonuses are lost. Time to focus on something else...