Revlid
2016-07-17, 05:47 PM
I've finished making my new version of the Ranger (http://homebrewery.naturalcrit.com/share/SkG62RCP) look all sexy on Homebrewery, which is an awesome resource.
It joins a long line of spell-less Ranger rewrites, but what makes this one stand out (I believe) is that I'm trying to tackle what I see as the root, conceptual weaknesses of the class, not just boost its numbers.
To quote my own commentary from the very end of this doc:
Why?
So why rewrite the Ranger? It's well-known that the class is underpowered compared to its martial or caster peers, but that wasn't the reason for this rewrite, and my solution wasn't to just tweak the numbers upward.
Firstly, Rangers lacked a distinct role or conceit. They weren't fighters, or casters, or even a good jack of all trades. Secondly, their distinct features (Favoured Enemy and Natural Explorer) were so dependent on context that they could be useless or grossly dominating depending on the campaign.
Makeover
I settled on the Ranger's new role by looking at examples of the archetype in fiction, and harking back to the rest mechanics of Darkest Dungeon. As a result, this rewrite focuses on "strategic support".
While the Paladin or Rogue offer tactical utility, helping the party heal or overcome obstacles in the immediate short-term, the Ranger aims to keep the party supplied, rested, and on-track.
The Ranger doesn't get the party out of trouble, she keeps them away from trouble.
Explain Yourself
I had to cut spells, to restrict the class to what I wanted them to do. Despite being refreshed strategically, spells are a tactical resource, used on the go. As a result, they had to be replaced.
Instead, Rangers receive Campfire Knacks, an idea that went through a number of permutations before arriving at its current form, inspired mainly by the Bard's Song of Rest feature.
These powers allow Rangers to show off their wanderer's know-how and cushion the party against the perils of dungeons and wastelands with helpful tips or secret remedies. They are not, however, something you can toss out in combat.
I also removed a few features that belonged under the new knack umbrella, and compensated for the lost tactical power of spellcasting with some new or improved class features.
Notably, Favoured Enemy and Natural Explorer became the more universal and dip-worthy Hunter's Mark and Wayfarer.
Let me know your thoughts, whether they're tiny comments or in-depth essays, vicious attacks or a simple thumbs-up. I'm after them all!
It joins a long line of spell-less Ranger rewrites, but what makes this one stand out (I believe) is that I'm trying to tackle what I see as the root, conceptual weaknesses of the class, not just boost its numbers.
To quote my own commentary from the very end of this doc:
Why?
So why rewrite the Ranger? It's well-known that the class is underpowered compared to its martial or caster peers, but that wasn't the reason for this rewrite, and my solution wasn't to just tweak the numbers upward.
Firstly, Rangers lacked a distinct role or conceit. They weren't fighters, or casters, or even a good jack of all trades. Secondly, their distinct features (Favoured Enemy and Natural Explorer) were so dependent on context that they could be useless or grossly dominating depending on the campaign.
Makeover
I settled on the Ranger's new role by looking at examples of the archetype in fiction, and harking back to the rest mechanics of Darkest Dungeon. As a result, this rewrite focuses on "strategic support".
While the Paladin or Rogue offer tactical utility, helping the party heal or overcome obstacles in the immediate short-term, the Ranger aims to keep the party supplied, rested, and on-track.
The Ranger doesn't get the party out of trouble, she keeps them away from trouble.
Explain Yourself
I had to cut spells, to restrict the class to what I wanted them to do. Despite being refreshed strategically, spells are a tactical resource, used on the go. As a result, they had to be replaced.
Instead, Rangers receive Campfire Knacks, an idea that went through a number of permutations before arriving at its current form, inspired mainly by the Bard's Song of Rest feature.
These powers allow Rangers to show off their wanderer's know-how and cushion the party against the perils of dungeons and wastelands with helpful tips or secret remedies. They are not, however, something you can toss out in combat.
I also removed a few features that belonged under the new knack umbrella, and compensated for the lost tactical power of spellcasting with some new or improved class features.
Notably, Favoured Enemy and Natural Explorer became the more universal and dip-worthy Hunter's Mark and Wayfarer.
Let me know your thoughts, whether they're tiny comments or in-depth essays, vicious attacks or a simple thumbs-up. I'm after them all!