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Y.A.A.R! (Yet Another Alternate Ranger)
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<blockquote data-quote="Stalker0" data-source="post: 684716" data-attributes="member: 5889"><p>Starting with the wilderness ranger. </p><p></p><p>Things I like:</p><p></p><p>1) The progression of favored enemy and the bonus feat gives something to the ranger about every level.</p><p></p><p>2) Giving bonus to attack and damage makes the skill more useful, even against "poor" favored enemies.</p><p></p><p>3) I like the new save progression, and I also don't like it. See below.</p><p></p><p>Things I didn't like:</p><p></p><p>1) I think overland movement is an extraneous ability. For one, as a player I don't having to consult tables constantly for my players abiliies. You have to do that for track now, and doing it for overland movement is a pain, and not really a game defining ability. </p><p></p><p>2) The saves are not standard, and that makes backwards compatability a problem. While as a player I probably wouldn't mind the change at all, from a game mechanics standpoint I don't like it.</p><p></p><p>3) There is no real reason to give wisdom to this ranger. Obviously, wisdom is good for saves and certain skills, but overall its not as required like it was for the phb ranger. Reducing the required stats a ranger needs can significantly increase its power.</p><p></p><p>Overall, I think its an excellent, and well thought out concept.</p><p></p><p>Now, to the next one.</p><p></p><p>Things I like:</p><p></p><p>1) Making the animal companion more like the paladin's mount allows it to live longer at higher levels, which is the main problem with them now. Also, it allows it to constantly upgrade. I'm assuming that this version only allows one companion correct?</p><p></p><p>2) I like nature's peril, I think it makes sense with one change...see below.</p><p></p><p>3) Again favored enemy/terrain a good concept.</p><p></p><p>Things I don't like:</p><p></p><p>1) Nature's peril seems it should be more a wisdom bonus than a charisma bonus. The paladin's charisma represents his blessing by his god to avoid peril. For the ranger, it makes more sense that his experience in the wild saves him more than a higher being. Also, by using charimsa you are forcing the ranger to take on another key stat, which can be a problem.</p><p></p><p>2) The concept steps on the druid's toes. For one, your animal companion is stronger than the druid's. Also, they get trackless step. I would rather see unique abilities for the ranger that doesn't copy the druid.</p><p></p><p>Again, another excellent idea. Overall, I like your first concept bettter, but I've always liked a spellless ranger.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 684716, member: 5889"] Starting with the wilderness ranger. Things I like: 1) The progression of favored enemy and the bonus feat gives something to the ranger about every level. 2) Giving bonus to attack and damage makes the skill more useful, even against "poor" favored enemies. 3) I like the new save progression, and I also don't like it. See below. Things I didn't like: 1) I think overland movement is an extraneous ability. For one, as a player I don't having to consult tables constantly for my players abiliies. You have to do that for track now, and doing it for overland movement is a pain, and not really a game defining ability. 2) The saves are not standard, and that makes backwards compatability a problem. While as a player I probably wouldn't mind the change at all, from a game mechanics standpoint I don't like it. 3) There is no real reason to give wisdom to this ranger. Obviously, wisdom is good for saves and certain skills, but overall its not as required like it was for the phb ranger. Reducing the required stats a ranger needs can significantly increase its power. Overall, I think its an excellent, and well thought out concept. Now, to the next one. Things I like: 1) Making the animal companion more like the paladin's mount allows it to live longer at higher levels, which is the main problem with them now. Also, it allows it to constantly upgrade. I'm assuming that this version only allows one companion correct? 2) I like nature's peril, I think it makes sense with one change...see below. 3) Again favored enemy/terrain a good concept. Things I don't like: 1) Nature's peril seems it should be more a wisdom bonus than a charisma bonus. The paladin's charisma represents his blessing by his god to avoid peril. For the ranger, it makes more sense that his experience in the wild saves him more than a higher being. Also, by using charimsa you are forcing the ranger to take on another key stat, which can be a problem. 2) The concept steps on the druid's toes. For one, your animal companion is stronger than the druid's. Also, they get trackless step. I would rather see unique abilities for the ranger that doesn't copy the druid. Again, another excellent idea. Overall, I like your first concept bettter, but I've always liked a spellless ranger. [/QUOTE]
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