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Ideas to boost ranger?


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#26
Grani

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MagicalMaster, I do wonder...

 

It's a perfectly viable pure class unless you're balancing around Fighter 12s/Rogue 3/WM 25.  Is it slightly weaker?  Sure.  Is it still strong?  Yes.

Well, even a pure WM (ie. with 10 Fighter levels) is better than a pure fighter at level 40, even against enemies immune to critical hits.

In this scenario, WM still has +7 AB and 30 uses of Ki damage, which, I think, still beats 9 more bonus feats that fighter has over WM.

 

So, a WM is still better even against enemies with crit immunity. If we don't handicap them this way, then fighters are not only "slightly" weaker.



#27
Lazarus Magni

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Indeed altering blade thirst and bane of enemies as Terrorble mentioned are an easy way to go to boot rangers. We did this a while back on our world too with a degree of sucess.

 

Plus all this talk about the need for this b/c of this class or that class... sorry but it's all very subjective according to the world you are playing in. And I am not just talking low or high magic. NWN allows for so many customizations beyond that, the magic level is only one part of the picture. So to debate the worth of a PW owner's inquiry for a change is pretty moot if you don't know their world that is being developed. Just my opinion...

 

It's part of the beauty of NWN. It was never balanced to begin with, and once modules start modifying, it only becomes more of a continuing endevor. I give whitetiger props for trying to take on a percieved need of his/her world.


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#28
MagicalMaster

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Well, even a pure WM (ie. with 10 Fighter levels) is better than a pure fighter at level 40, even against enemies immune to critical hits.

In this scenario, WM still has +7 AB and 30 uses of Ki damage, which, I think, still beats 9 more bonus feats that fighter has over WM.

 

So, a WM is still better even against enemies with crit immunity. If we don't handicap them this way, then fighters are not only "slightly" weaker.

 

A few things.

 

1, 12 Fighter/28 is closer to pure WM for our purposes, Ki Damage is worthless and can literally do less damage than normal at times if I recall correctly.  Plus then you get EWS, no reason to go 30 WM.

 

2, WMs are brokenly overpowered.  7 AB is usually 70-105% more damage dealt (call it 85% to error on the safe of caution) and for something like a keen longsword, it's also a damage increase of 38% through the crit feats.  Combine those and a weapon master will be doing 156%+ EXTRA damage (256% of a fighter's damage) versus difficult mobs.  That's insane.  A pure barbarian gets 10 damage reduction and a rage that can fear enemies.  A pure ranger gets 2 AB and 16 bonus damage versus favored enemies.  An RDD gains 4 AB, 4 damage, and 4 AC (ignoring other complications).  None of those are in the realm of doing two and a half times the damage.

 

3, the WM is not actually better than a pure fighter in every way -- the pure fighter has 4 extra fighter feats to take in epic, which means at a minimum he can grab 80 more HP.  Now, most modules and PWs are set up in a manner that having 10-15% more HP doesn't even matter in epic levels, but it is technically a very minor advantage (basically the equivalent of the pure fighter getting d12 HP, and actually slightly better).

 

But the general point is that you can't compare a pure fighter to arguably the most powerful prestige class that can literally double your character's power.  Sure, it's weaker than a fighter/WM.  But modules and worlds aren't designed so that you need to be a fighter/WM to beat it 99.9% of the time -- because then nearly nothing else could.


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#29
WhiteTiger

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Indeed altering blade thirst and bane of enemies as Terrorble mentioned are an easy way to go to boot rangers. We did this a while back on our world too with a degree of sucess.


Nice!
I got interested in the success of your game.  ;)
 

Plus all this talk about the need for this b/c of this class or that class... sorry but it's all very subjective according to the world you are playing in. And I am not just talking low or high magic. NWN allows for so many customizations beyond that, the magic level is only one part of the picture. So to debate the worth of a PW owner's inquiry for a change is pretty moot if you don't know their world that is being developed. Just my opinion...
 
It's part of the beauty of NWN. It was never balanced to begin with, and once modules start modifying, it only becomes more of a continuing endevor. I give whitetiger props for trying to take on a percieved need of his/her world.

 

True. just that! 

 

We use almost all standard configurations to let the game dynamic. I do not feel the ranger is in place on this issue, that explains why I started this thread.

 

I already have some ideas for what to do with rangers now. May be that an unnatural modification is not necessary (like increasing skill points). I do not usually use this type of modification in the module, except to boost enemy creatures. I turn up AC, HP, abilitys, skills, damage, feats etc., all sparingly to keep the game difficulty.

 

Some worlds have too many changes and this makes the game confusing.

 

For now (ideas I like):

 

- placing new strong animals (up to level 15)

very natural, animals with power up to lvl 15

 

crafting animal skins

I do not know how I will do this, but I'll try

 

- special items given by reward for rangers

unique plot for rangers (I'm doing this for other classes also. thats really good)



#30
Terrorble

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I mentioned earlier that changing spells is one way to go about it.  I do realize this type of thing isn't for everyone, but here's a couple other things I did for Rangers to make them more interesting in my setting.

 

I worked in a bonus to the entangle DC for rangers based on their set trap skill.  Otherwise, they can't entangle much given their typically low WIS modifiers.

 

Fixing entangle and grease so their heartbeat scripts fire reliably really improves the outlook for rangers too.

 

 

Cure Serious Wounds was very unexciting to me so I turned it into a combat healing spell for Rangers and Paladins that I call Life Channel.  It attempts to channel the amount of life you are missing from enemies within a radius around you.  However, the amount you can channel from a single target is limited by Ranger/Paladin level.  So if you are missing 100hp, and can channel up to 20hp per target, you can gain it all back if there are five targets within the radius - barring a fort saves for half damage by the targets.  If there was only one target, then you could only get 20hp back.  Outside of combat, it's cure serious wounds.

 

I have toyed around with a system for buffing spells with spell focus feats.  Normally, the only reason you take a spell focus feat is to increase the DCs of spells.  So I have things like transmutation focus increase the bonuses from One With the Land and Magic Fang or the duration or magnitude of Cat's Grace or add concealment bonuses to camouflage.  Abjuration focus can increase the amount of damage an elemental protection can take before collapsing.  Conjuration focus buffs summons, increases healing spells, etc.



#31
Terrorble

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...

 

Some worlds have too many changes and this makes the game confusing.

 

...

Yep, that's where I play  ;)



#32
WhiteTiger

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Scripters, just another doubt... How is calculated the animal companion test?