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The Shadow Templar |
Re: Why the "good" reflex save | |||
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Keep up this reasoning and you'll keep "improving" the ranger until it gets unbalanced Monte Haul style again.
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ogwul |
Re: Why the "good" reflex save | |||
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I don't believe that I will "keep this up". In fact, I'm fairly secure in the belief that this revised ranger is the final state that I will use in my campaign and publish. What aspects of this revision do you consider "Monte Haul"? I am very curious. There are several other classes in the core rulebooks that have more than one "good" save. Therefore, this is not unprecedented.
I sought to make the ranger a class that could be explored by players more than the beginning levels. I sought to make the ranger more balanced and thematic. If I have failed in your eyes, I would very much like to hear why. A good save is not a big deal in the grand scheme of class design. Every class has one, some have two, and a few have all three. I ask you: why does the cleric have a good fortitude save? Shouldnt it simply be willpower? Is he stronger or more robust than others, able to weather physical adversary, poisons, and pain like a barbarian or a fighter? I dont believe that the archetypal cleric (i.e., a man of the cloth) fits this description. Nevertheless, the cleric in the PHB clearly states that fortitude is one of the clerics good saves. I believe that this was done to give the cleric a better chance at survival. It could be rationalized that the cleric is protected by his deity in some small way such that he falls victim to physical adversary less often, or that his faith helps him carry on. But thats just it a rationalization. Typically, one rationalizes in order to give validity to an action. The designers of the cleric core class wanted the cleric to have a little better chance of survival, so they said that he has a good fortitude save and rationalized it by saying that the clerics deity protects him physically. I have done a similar thing with the revised ranger. I wanted the ranger to have a little better chance at survival. By reducing his hit die and not changing his perceived role in the game (a front line fighter), I felt he needed a little something. I rationalized a good reflex save due to the rangers wild and bestial origins. In doing so, I felt I balanced the class for the better. If you do not, that is your prerogative. -ogwul |
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Hejdun |
Re: Why the "good" reflex save | |||
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I don't like the Child of Nature abilities. As my friend pointed out, and I agree with, these are things that are special to the druid, and we both agree that these things are probably best kept to the druid. Druids are already under plaeyd as is (I have yet to see anything that begins to suggest otherwise), Druids would pretty much cease to exist in my opinion. I could see giving them trackless step, but the rest I would leave out (or make it based on a wilderness lore check at hte very least). It's good... but I just don't like how 'druidic' it is. Yes, Rangers are supposed to be like druids, but the druid should still have a lot of abilities that are special to it alone. Just my 2 cents.
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GrandpaMurder |
Re: Why the "good" reflex save | |||
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The way it looks to me is that all the true fighting classes, except monk, have only one "good save." The Monk is understandable, though, but, Barbarian, Fighter, Ranger, Paladin all have one good save, while all the others get 2. I think you should keep it like that, cause that is one unbalancing thing you gave him.
I won't use your Ranger (Or anyone's. I haven't played Rangers yet, so unless I feel them inept, I'll make my own) but yours looks pretty much on the level, except for the saving throws. I wonder if it's just Ranger players that want their characters to be stronger, or if they really need the power boost. Don't bother answering this as I know I'll get mixed responses, so I'll have to try them out for myself. ------------
Alex. "Stupider like a FOX!!." |
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The Shadow Templar |
Re: Why the "good" reflex save | |||
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I've found it! I've found how the ranger and the paladin (the other not-quite-pure-fighter-with-spells) are equal in power!
Paladin/Ranger BAB: Same Saves: Same Spells: Same (Number anyway) SQ: Paladin: Detect Evil Ranged: Favored Enemy I Paladin: Divine Grace Ranger: Free Track Feat Paladin: Lay on Hands Ranger: Free Ambidexterity Feat Paladin: Divine Health Ranger: Free Two-Weapon Fighting Feat Paladin: Aura of Courage Ranger: Favored Enemy II Paladin: Smite Evil (Which the ranger basically does every time he hits his favored enemy) Ranger: Free Improved Two-Weapon Fighting Feat Paladin: Remove Disease Ranger: Favored Enemy III Paladin: turn undead (which is still usually left to the cleric to do) Ranger: Favored Enemy IV Paladin: Special Mount Ranger: Favored Enemy V Paladin: Has divine moral code to keep any abilities Ranger: Has to wear light armor to keep some abilities (But not all) The only change I'm all for is the switching of feats if the character wants (double-weapon fighting/bows/endurance/etc.). If they put all the ranger's class abilities in table 3-13 (like they did with the paladin in table 3-12) it would look a lot better than it does now. The ranger is simply a specialized class that some people don't find to their taste. You don't need to mess with it until you're going to want to play it. Maybe, just maybe, you shouldn't screw with it and play something else if you disagree with it that much. |
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Gralhruk |
Re: Why the "good" reflex save | |||
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Well, Ollom, a couple of things.
First off, the ranger doesn't get Improved Two Weapon Fighting for free. He just gets the ability to spend a feat to take this since he technically doesn't meet the pre-requisites. He doesn't actually get Ambidexterity or Two-Weapon Fighting as feats, he is just allowed to fight with two weapons as if he had those feats. Secondly, favored enemy is a pretty lame ability. Maybe you use it, maybe you don't. I don't think it's nearly as interesting as the various paladin special abilities. Third, I don't think the ranger as written is particularly underpowered. I just think it has an identity crisis. That said, I think the variant that Ogwul presented is fairly well balanced, and I think that it addresses the identity crisis quite well. I don't see any need to bash him for simply creating a variant. After all, this is the new resource section.
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ogwul |
Re: Why the "good" reflex save | |||
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In response to Shadow Templar:
I find your analysis equating the ranger and the paladin somewhat laughable. If I understand your post correctly, you are saying that each of the ranger's favored enemies is roughly equivalent to: a) the ability to detect evil at will, b) the ability to resist fear more effectively and allow others nearby to also receive the same benefit, c) the ability to completely remove debilitating diseases on others as well as yourself, d) the ability to turn undead, e) the benefit of having a exceptionally useful, powerful, and intelligent mount Really, I must question your knowledge of the game system we are (presumably) talking about if you feel that any of these abilities is roughly equivalent to a +1 damage (and a few skills) toward a particular creature type that may never show up in the game (i.e., GMs prerogative). The ranger as it is defined in the PHB is designed poorly very poorly. The conditional feats (ambidexterity and two-weapon fighting being conditionally granted if a certain armor is worn) are a hack. You should either have the feat, or not in my humble opinion. The favored enemy is a non-ability for reasons I have stated earlier. And, on top of it all, the standard ranger is arguably the most front-loaded class of all. Many players never progress in the class past the first level because nothing further is gained by doing so - everything is given up front. This revised ranger is an attempt to make the class more flavorful, more playable, more balanced, and more in tune with the rest of the classes in the game system. In response to many: The favored reflex save was something that I added due to reasons stated in my previous posts. However, I do see your arguments to the contrary. One of the reasons I have not yet posted the final .pdf version of this revised ranger is because I always felt that you were probably right in this matter I just needed to hear the arguments (BTW, I appreciate those of you who made this clear to me). Hence, I will step-down the reflex save and have only the favored fortitude save in the final revision. I will modify my original post to reflect this. In response to Hejdun: I understand where you are coming from with the special to the druid argument. I feel that it is just a matter of taste as to weather or not the ranger should share in those abilities. You will notice that the revised ranger has only a small fraction of the power of the druid when it comes to the abilities granted by the class: no wild shape, no higher-level abilities like Venom immunity, A thousand faces, and Timeless body, and a much slimmer selection of spells and number of spells per day. The druid, in my opinion, is the mystic heart and soul of the wood, while the ranger is the animalistic brawn. The two work closely together to serve and protect their demesne. I feel that the flavor of the druid enhances the ranger and conjoins the two classes in a complementary fashion. I do not feel that it cheapens the druid. But as I stated above, it is a matter of taste. -ogwul |
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The Shadow Templar |
Re: Why the "good" reflex save | |||
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Hmmm... Well, since changing the ranger a little bit is starting to make sense, I'll just post another revision for everyone's approval. Now, instead of looking at the druid, look at the barbarian. They are actually more alike than the druid and the ranger. They are both wilderness survivors that must rely on physical attributes much more than magic. Anyway, Just a couple of changes are needed, not so many magical ones like the druid, 'cause I think it's the heavy magic ability that's making him unbalanced. So instead I went for the battle side and compared him with the barb. He now gets uncanny dodge, which I think fills out the list nicely.
Level/Special Abilitiy 1/Track Feat, 1st Favored Enemy, Virtual Ambidexterity Feat*, Virtual Two-Weapon Fighting Feat* 2/Uncanny Dodge (Dex Bonus To AC) 5/2nd Favored Enemy, Uncanny Dodge (Can't Be Flanked) 9/Virtual Improved Two-Weapon Fighting Feat* 10/3rd Favored Enemy, Uncanny Dodge (+1 Against Traps) 13/Uncanny Dodge (+2 Against Traps) 15/4th Favored Enemy 16/Uncanny Dodge (+3 Against Traps) 19/Uncanny Dodge (+4 Against Traps) 20/5th Favored Enemy *The vitual feats Abidexterity, Two-Weapon Fighting, and Improved Two-Weapon Fighting are given free at the level indicated, but only function while wearing light armor. These may be switched for another set of feats as long as the new set is related with itself (For example, bow feats, disabling the enemy, brute force, etc.) |
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Unregistered(d) |
Re: Why the "good" reflex save | |||
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It's a very interesting class and I may use it, but not as a ranger.
I've never seen rangers as nature paladins. Rangers are woodsmen. They are hunters, trackers, protectors, and just people who live out in the woods rather than in a town. I've never considered rangers as having a mystical connection with the forrest akin to the druidic connection to the forest. As such, I don't agree with the Child of Nature powers, they should be reserved for druids, and not provided to rangers as well. Ranger powers should be based on something more mundane than a mystical connection to nature, in my opinion. Rangers are nature fighters, not nature paladins. This is on the fly, but one thing I've been considering for a simple fix for the ranger is swapping out two of the favored enemy choices (the 2nd and 4th) for bonus feats (using the list Monte Cook has in his ranger class) and then doing the more usual dumping of ambi and TWF for bonus feats at 1st and 2nd level (again drawn from Monte's bonus feat list for rangers). I could be mistaken in thinking there are four favored enemies, if so this plan goes back to the drawing board. The two remaining favored enemy choices would still increase at the levels as they would have with all four favored enemy choices in there. Everything else for the class stays the same. Due to an ezboard database problem, I have been reduced to fluffing whenever possible, even if I have nothing useful to add to the conversation. Therefore, I am not responsible if the above post lacks intelligence and coherency. Please simply smile, nod, and move on. |
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The Shadow Templar |
Re: Why the "good" reflex save | |||
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Rangers have 5 favored enemies. Also, many of the druid skills can be duplicated temporarily via some of the ranger's spells.
Anyway, I just thought of something. How about everyone waits for the Masters of the Wild supplement to come out, and we'll see if they did anything with the ranger there. It probably has a few new rules/abilities and feats/spells. |
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ogwul |
Re: Why the "good" reflex save | |||
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In response to Shadow Templar:
The ranger class ability progression you have posted is, of course, a suitable replacement for the ranger only if you feel it reflects the archetypal rangers abilities. Unfortunately, I personally do not feel it does this - but to each his own I am ever hopeful that the Masters of the Wild supplement will afford some comfort to the battered and bruised ranger class. But sadly, I fear it will not. I think it highly unlikely that WotC will modify this core class as drastically as it needs to be (IMHO). They may add some nifty feats and spells and such, but in the end they will still have a fractured design patched with a few band-aids. In response to Windfall: I agree with you to an extent, Windfall. Rangers are not as mystically entwined with the natural forces of the forest as the druids are. That is why the revised ranger only gets a limited, apprentice level selection of the druid powers. Without this small selection of powers, the ranger becomes a fighter - a fighter with a lemon-twist of having hailed from the woodlands. He may have some skills that can help him in the woods, but from an adventuring class standpoint, he is still a fighter. The original ranger tried to fix this banality and lack of a niche by throwing two-weapon fighting techniques and favored enemies into the mix. This was a failed attempt due to a muddled conceptualization of the archetype. By granting some of the lesser druid abilities to the ranger we tie the two classes together thematically and reinforce the true woodland reverence the ranger deserves. Monte Cook does a good job in his attempt to revamp the ranger. But he is hamstringed by trying to stay within the confines of the bigoted, two-weapon fighter concept (and he overcorrects a bit with the power level, IMHO). The revised ranger allows players to pursue these traditional aspects of the class if they desire, but it also opens up new options to many players who were stymied by the original classs lack of vision. -ogwul |
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The Shadow Templar |
Re: Why the "good" reflex save | |||
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Actually, I wasn't basing the uncanny dodge ability on the rogue -- I based (Well, copied) the ability off of the barbarian. Barbs get rage, big HD, and DR/-. Rangers have favored enemies, spells, and I threw in the UD to make it like that.
Then again, no one really likes the ranger anyway. As far as it goes, no one really uses the favored enemies, and you can get the same (actually better) deal with a multiclass Barb/Druid (Or any other fighting class/druid). It's been such a hot topic they may actually do something about it in the MotW supplement. I usually don't multiclass (The high-level abilities of most classes are better than the low of two classes... Usually), but in this case, multiclassing with druid or barb seems to be the best here. Maybe the ranger was purposfully designed to multi -- perhaps to compensate for the monk and paladin, who can't effectively multiclass. |
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ogwul |
One more time... | |||
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Well, here goes.
After more debate and excellent arguments by many in email, I have elected to restore the favored reflex save of my original concept to the revised ranger class. The main reasons for this are the lack of heavy armor and reduced hit die. For reasons sited in my earlier posts, I stand by this modification and I apologize for any confusion changing it may have caused. Additionally, I have expanded the list of available bonus feats that the revised ranger may choose from. This by no means increases the number of bonus feats allotted to the revised ranger over his career. It simply affords more role-playing vistas to the player (e.g, the archer, the two-weapon fighter, the savvy hunter, and the beast-rider can all easily be accommodated by this revised class). The original post now reflects these modifications and I will be wrapping-up my acrobat pdf file by this weekend. Thank you all for your input and discussion. Your insight and opinions were appreciated. -ogwul |
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Black Plauge |
Re: The Ranger revisited -- I know, done to death, but pleas | |||
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I like it but the specials seem front-end heavy to me.
Bonus Feats are gained at levels 1, 4, 12, and 20 Child of Nature abilities are gained at levels 2, 5, 8, and 14 Uncanny Dodge is gained at levels 6, 12, and 18 With the exception of Uncanny Dodge the specials are gained at irregular intevals with lower levels gaining more benefit than higher ones. I could see a player hanging on to ranger through level 8 then switching simply because there just aren't that many rewards left for sticking with the class (two bunus feats, one Child of Nature progressions, and two Uncanny Dodge progressions) compared to what they have already picked up (two bonus feats, three Child of Nature progressions, and one Uncanny Dodge progression). At level 8 they already have over half the benefits of the class (6 specials gained, 5 to go) and that doesn't even include Track at level 1. Maybe make the Bonus Feat at levels 1, 6, 11, and 16 Maybe have Child of Nature be earned at levels 5, 10 15, and 20 (same as Wizard's bonus metamagic feats) Uncanny Dodge is fine the way it. I like these specials better than the PHB's though I can still see the appeal of the PHB specials to some. I am thinking that I may use both side by side in my world with yours being the more mystical warrior type ranger and the PHB's being the more woodsman type ranger. Ring around the Rosies, A pocket full of Posies, Ah-choo! Ah-choo! We all drop dead. |
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Saint Alphonzo |
Re: The Ranger revisited -- I know, done to death, but pleas | |||
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i think the spellcasting the revisited ranger gets at later levels balances out some of the more "front-end" specials.
this ranger is great, based simply on the ease of customization. for me, 3rd ed standard ranger was one of the more "cookie-cutter" PC classes. sure, each could take different favored enemies, but aside from that, they all turned out pretty much the same. now, you don't even have to have a favored enemy, become a master tracker of everything, instead of just one specific beastie. one thing i would add is the Skill Focus feat to the list of available bonus feats. usable for any class skill. Inside where nothing shows, I am the essence of a man spinning double-headed coins, and betting against himself in private atonement for an unremembered past. |
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ogwul |
Re: The Ranger revisited -- I know, done to death, but pleas | |||
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I feel that the Saint has a point regarding the balance of the "front-ended"-ness. The spells really do this job more readily than the class abilities. Somewhat similar to the paladin, all-in-all.
Also, he observes that Skill Focus was overlooked from the list of the revised ranger's bonus feats. I agree with you whole-heartedly. This skill is well within the ranger's idiom of having astonishing skill at what he does. It will be added. -ogwul |
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GrandpaMurder |
Re: The Ranger revisited -- I know, done to death, but pleas | |||
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I don't get it. If you feel the Ranger needs more feats, then play a Fighter. And say he lives in the woods. Problem solved, no need to mess up the game. And now, I strongly disagree with your Ranger having two favored saves. It's just cheesy. Why not just give him all three? Try balancing it out. If you're gonna do that, give him the Monk's # of attacks. I see people adding and adding to the Ranger, but no one really takes anything away. Why not? Cause they want the Ranger to be the best, not just balanced.
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Alex. "Stupider like a FOX!!." |
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Saint Alphonzo |
Re: The Ranger revisited -- I know, done to death, but pleas | |||
Quote:in my experience, the PHB ranger as written messes up the game. example; asked the 5 players to create level 5 characters. know what i got? 1st ranger / 4th wizard 1st ranger / 4th rogue 1st ranger / 4th fighter 5th cleric 3rd rogue / 2nd fighter when i asked if any of the rangers would ever add more ranger levels, the unanimous response was, Quote:granted these were munchkins, and, being new to 3rd ed, assumed the twf was as munchy as 2nd ed. i, personally, like the ability to customize classes, and ogwul's ranger embodies all that rangers in my campaigns should be, while remaining very playable to a variety of players. Inside where nothing shows, I am the essence of a man spinning double-headed coins, and betting against himself in private atonement for an unremembered past. |
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Zeevico |
Re: The Ranger revisited -- I know, done to death, but pleas | |||
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MUCH better than the crappy excuse for a core class WoTC put in and called a 'Ranger'.
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Hejdun |
Re: The Ranger revisited -- I know, done to death, but pleas | |||
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After some thought, and the need to include an alternative to the PHB class, I've come to like this variant. Far more than the rest of variants I ahve seen. Consider it stolen
I think the favored save is balanced by the dropping of the hit die. When asked: Is the glass half empty or half full. "I take the glass, sniff the water, chug it, throw the glass against a brick wall, watch it shatter, and smile at the tinkling sound. Hah, whats that? Pessimistic or optimistic?" -Shig |
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