Why be an archer ranger?

This might belong in houserules. Feel free to fork if you want to talk about this more. I was thinking of doing the following to Rangers:

  • Prime Shot works if you're within 2 squares of the target, and you don't need to be the closest target.
  • Hunter's Quarry only triggers if you're within 3 squares of the target when you attack, and has a range of 3 for the application.
  • Archery path increases Prime Shot range to 3 and Hunter's Quarry range to 5 as well as giving you Defensive Mobility.
  • The Sly Hunter feat should ignore you (you can be within 3 squares of the target as long as no one else is).
No more just standing there plinking away 20' or 40' from the action. The option is still there, but now there's a nerf for being more than 5 squares away and an incentive to be 3 squares or less away and being in some sort of danger. Plus this doesn't affect melee Rangers much. They're going to be close to the enemy anyway to attack, and your Hunter's Quarry doesn't end if you go out of range (you just have to be close to apply it and trigger it) so there's extra action requirement.

I don't see how this will improve gameplay; the need to be closest is a lot more dynamic than the need to be withing 3 or 5 squares (which simply allows you to stand behind the party melee presence). In any case, it's certainly a feasible alteration, and it's hardly complex, so other than that I personally don't see the advantage, it sounds like a fine rule...
 

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if only they had a monster role designed for taking care of Strikers who like to remain outside the fray and snipe...

...if only they had something that Lurks around through the outskirts under cover... Lurks within the darkness and then strikes when the moment is right against the poor guy all alone....

...If only there was some form of... "Lurker" monster role....
 

Too bad Dex/Wis Rangers tend to have (very) high Perception scores and a billion and one ways to get the hell out of dodge :p.
 

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