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Y.A.A.R! (Yet Another Alternate Ranger)
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<blockquote data-quote="Kannik" data-source="post: 690623" data-attributes="member: 984"><p>1) -nodnoddies- That was a good part of what I was aiming for. Making it more flexible, but also making the progression smoother so that there wasn't these big blank areas where all you were gaining were HP, Saves and Spot increases. </p><p></p><p>3) I'll admit, I didn't give much thought at all to backwards compatibility with this class. I gave thought to keeping the abilities in line, and the power in line, but not much in ensuring a pre-genned character could be easily ported over. (Hmm, I wonder if 3.5e will use the 'average' save progression, given how many other of the systems do now <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" />) But I do like that you agree with the new progression overall }<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>1) That is true--table looking is a pain. Making a ranger character sheet (or cheat sheet separatly) with both tracking, wilderness lore et al tables/rules/etc on them is probably necessary; a disadvantage when you are a skill class. </p><p></p><p>I also can forsee a problem in that the GM has to already know the capabilities of the PCs in travelling overland, so the extra time saved by having the Ranger do his thing, unless the GM is generous and says 'you get there 3 days early! you can now plan before what you know will come to pass comes to pass', the only advantage would be money saved on provisions. Hmmm.</p><p></p><p>Removing it or leaving it in doesn't really change the power balance of the class much. Though if it were to be removed, it would be nice to replace it with a similar 'neat' ability that helps set the ranger apart.</p><p></p><p>3) true... though if you are planning on playing the ambush-spotting, uber-trackin' ranger, wis is still important. Not as important as when one had spells of course, but unless some new ability pops in that uses wisdom to a great extent (favoured bonus limited by wisdom bonus??)... </p><p></p><p> </p><p></p><p>Woowoo! }<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>1) Correct -- only one companion. It always seemed strange to me you'd choose an animal companion... then later send it away and get a different one, lest your companion be more of a dependant than a companion. So you gain one, and it can stay with you for a long time, a longtime companion.</p><p></p><p></p><p></p><p>1) I struggled a bit with this one. I was trying to make the ranger about on par with the paladin overall, and making wisdom govern his spells, his many skills AND his nature's peril seemed a bit much. It could be argued that the Ranger needs Dex unlike a paladin, who may be in heavy armour, so it balances out to an extent. Hmm. I'll have to think about this more... </p><p></p><p>2) Well, it could be argued the paladin steps on the clerics toes, what with all that curing and that undead turning }<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> The companion was on purpose (being stronger, though not by an uber-amount), as it will more often be put in harm's way than a druids (or so it can be argued). I was trying to balance the druid/ranger commonality with their differences; I'd certainly be open, though, to any suggestions about alternate powers }:></p><p></p><p></p><p></p><p>-grin- Which was exactly my goal--two rangers for two different styles. }<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Thanks a tonne for the comments! I'm glad you liked... if you ever get a chance to use one in a campaign, let me know how they turn out }:></p><p></p><p>Kannik</p></blockquote><p></p>
[QUOTE="Kannik, post: 690623, member: 984"] 1) -nodnoddies- That was a good part of what I was aiming for. Making it more flexible, but also making the progression smoother so that there wasn't these big blank areas where all you were gaining were HP, Saves and Spot increases. 3) I'll admit, I didn't give much thought at all to backwards compatibility with this class. I gave thought to keeping the abilities in line, and the power in line, but not much in ensuring a pre-genned character could be easily ported over. (Hmm, I wonder if 3.5e will use the 'average' save progression, given how many other of the systems do now :P) But I do like that you agree with the new progression overall }:) 1) That is true--table looking is a pain. Making a ranger character sheet (or cheat sheet separatly) with both tracking, wilderness lore et al tables/rules/etc on them is probably necessary; a disadvantage when you are a skill class. I also can forsee a problem in that the GM has to already know the capabilities of the PCs in travelling overland, so the extra time saved by having the Ranger do his thing, unless the GM is generous and says 'you get there 3 days early! you can now plan before what you know will come to pass comes to pass', the only advantage would be money saved on provisions. Hmmm. Removing it or leaving it in doesn't really change the power balance of the class much. Though if it were to be removed, it would be nice to replace it with a similar 'neat' ability that helps set the ranger apart. 3) true... though if you are planning on playing the ambush-spotting, uber-trackin' ranger, wis is still important. Not as important as when one had spells of course, but unless some new ability pops in that uses wisdom to a great extent (favoured bonus limited by wisdom bonus??)... Woowoo! }:) 1) Correct -- only one companion. It always seemed strange to me you'd choose an animal companion... then later send it away and get a different one, lest your companion be more of a dependant than a companion. So you gain one, and it can stay with you for a long time, a longtime companion. 1) I struggled a bit with this one. I was trying to make the ranger about on par with the paladin overall, and making wisdom govern his spells, his many skills AND his nature's peril seemed a bit much. It could be argued that the Ranger needs Dex unlike a paladin, who may be in heavy armour, so it balances out to an extent. Hmm. I'll have to think about this more... 2) Well, it could be argued the paladin steps on the clerics toes, what with all that curing and that undead turning };) The companion was on purpose (being stronger, though not by an uber-amount), as it will more often be put in harm's way than a druids (or so it can be argued). I was trying to balance the druid/ranger commonality with their differences; I'd certainly be open, though, to any suggestions about alternate powers }:> -grin- Which was exactly my goal--two rangers for two different styles. }:) Thanks a tonne for the comments! I'm glad you liked... if you ever get a chance to use one in a campaign, let me know how they turn out }:> Kannik [/QUOTE]
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