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Why so much attention on the Ranger?
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<blockquote data-quote="Mercule" data-source="post: 812762" data-attributes="member: 5100"><p>Ah. Didn't even think about the new races. Looking at it, the only restriction is that each weapon is "easily wielded in one hand", which seems to include scimitars.</p><p></p><p></p><p></p><p>I don't entirely disagree (or entirely agree, for that matter). Even if they aren't a perfect choice, bonus feats are the best mechanic I've heard for the Ranger. I suspect the territory that Ranger needs to cover almost requires the feats to balance it, unless something severe is done to beef up the Favored Enemy (or Terrain) bonus.</p><p></p><p>FWIW, the rogue abilities that you're citing (I'm assuming you mean the "Special Abilities") as being a good thing are exactly the ones I'm looking at as being unrestricted bonus feats. Essentially, they are saying "Choose any feat, including a handful exclusive to rogues."</p><p></p><p>As far as ranger spells go (and I think we've had this discussion before), I'd just as soon see them disappear. Yes, they've always been part of the class, but none of the archetypes the class serves ever uses spells. I think Druid-like spells are completely out of place for a ranger. I assume they represent some sort of "pulse of nature" the ranger is part of, but doing that as spells has never seemed right to me. I see a slight arguement for arcane spells as an "ace up my sleeve" that a resourceful boy scout type would learn, but they shouldn't have enough of them to be a serious balancing factor.</p><p></p><p>Overall, I think the Ranger class should be stripped of spells because it isn't important to the archetype. If a particular character needs arcane or divine spells, let them multiclass. Of course, as far as illogical mechanics artifacts go, I begrudge spells, even pseudo-druidic ones far less than the TWF abomination. It's basically a preferrence -- shrug and move on.</p></blockquote><p></p>
[QUOTE="Mercule, post: 812762, member: 5100"] Ah. Didn't even think about the new races. Looking at it, the only restriction is that each weapon is "easily wielded in one hand", which seems to include scimitars. I don't entirely disagree (or entirely agree, for that matter). Even if they aren't a perfect choice, bonus feats are the best mechanic I've heard for the Ranger. I suspect the territory that Ranger needs to cover almost requires the feats to balance it, unless something severe is done to beef up the Favored Enemy (or Terrain) bonus. FWIW, the rogue abilities that you're citing (I'm assuming you mean the "Special Abilities") as being a good thing are exactly the ones I'm looking at as being unrestricted bonus feats. Essentially, they are saying "Choose any feat, including a handful exclusive to rogues." As far as ranger spells go (and I think we've had this discussion before), I'd just as soon see them disappear. Yes, they've always been part of the class, but none of the archetypes the class serves ever uses spells. I think Druid-like spells are completely out of place for a ranger. I assume they represent some sort of "pulse of nature" the ranger is part of, but doing that as spells has never seemed right to me. I see a slight arguement for arcane spells as an "ace up my sleeve" that a resourceful boy scout type would learn, but they shouldn't have enough of them to be a serious balancing factor. Overall, I think the Ranger class should be stripped of spells because it isn't important to the archetype. If a particular character needs arcane or divine spells, let them multiclass. Of course, as far as illogical mechanics artifacts go, I begrudge spells, even pseudo-druidic ones far less than the TWF abomination. It's basically a preferrence -- shrug and move on. [/QUOTE]
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