Wishlist
Changes:
1. Two weapon fighting needs to be simplified. It should take one feat, not two. But the feat requirement should be "Dex 15, BAB +1." The benefit should be that your two-weapon attacks are -2/-2. Fighting with two weps is not difficult, and two feats is quite a lot to ask from any class other than Fighter.
3. The feat "Ambidexterity" should be true Ambidexterity, meaning you get full Strength bonus for the "off-hand" weapon. Since, you know, if you're truly Ambidextrous YOU DO NOT HAVE AN OFF-HAND.
4. Elves should be -2 Str, +2 Dex +2 Cha. The -2 Con doesn't make sense--Elves are supposedly the longest-lived creatures! Also, they're supposed to be graceful and awe-inspiring--where's the Charisma bonus? If the Con penalty must stay, they should at least get bonuses to resisting disease (functionally identical to the Dwarf bonus to resisting magic).
5. Druids should get more wilderness spells, and get them earlier than Clerics and Sor/Wizards. And they should also get the physical buff spells. And Flame Blade should lose the "wielded like a scimitar" descriptor (which penalizes Small druids, among other problems). And the restricted weapon mix should be clarified (what, my Druid loses his powers if he throws a rock--or a punch?)
6. Grappling needs to be simplified.
7. Rules for kneeling/crouching.
8. The elf "Trance" thing needs to be clarified. If an elf never needs sleep, does that mean he can keep watch all night? Does an elf in "Trance" get to make Spot/Listen checks? Is there a penalty?
9. The ranger should drop Ambi/TWF and gain Endurance. They should also get wilderness class abilities (duh). Rangers are not simply Fighters who like the woods. Take a clue from real-life Rangers and explorers, and give them class abilities like:
- Gear Weight Reduction The ability to reduce weight of carried gear by X%, for purposes of calculating encumberance. Can apply this ability to other party members' gear.
- Guide The ability to reduce or increase (player's choice) the chance of random wilderness encounters.
- Seasoned Tracker The ability to spot tracks by passing within 5' of them, as an Elf is able to spot secret doors or a Dwarf is able to spot unusual stonework.
- Grit An ability that mechanically represents a Ranger's focus and tenacity, functionally similar to Rage except that it is for survival situations. Activating Grit gives +2 to all saves and to any one skill check, but -2 to Spot and Listen
- Be Prepared When the players come to an obstacle like a gorge or dark cave, thus discovering that they need a torch or rope or some other mundane thing, and no one has such a thing on their character sheet, the Ranger gets X% chance of having it.
- Camouflage Hide bonus = Ranger Level when in wilderness. Takes 10 full-round actions to apply, lasts 1 day.
- Expedition Leader Can provide an overland movement bonus to entire party, for purposes of calculating total movement over a period of days.
10. Get rid of the horrible, horrible, horrible, spiky strappy art. Especially the weapon and armor art.
-z