Ability Scores Weighted by Race

I’ve been thinking of ways to simplify the character creation process for new players, and I struck on an interesting problem with the way the game is presented. Typically, the first thing I ask my players to do is to roll their ability scores. Which means that their first glimpse of the game is “Roll these dice, record the resulting sum. Repeat this task five more times, then assign one score to each of these six abilities, the functions of which you probably don’t fully understand yet.”

This is a bad first impression of fantasy gaming. Sure the GM can help the player out by giving them an idea of how the ability scores will relate to class abilities, and the player will sticks it out regardless. Nobody is going to walk away from the table after 2 minutes. They will eventually start doing more interesting things, and they’ll probably have fun. None the less, this is a bad introduction which weakens a neophyte’s initial experience.

What if, instead, the initial question was “Which of these fantasy races would you like to be?” That’s a far more interesting introduction to fantasy gaming, I think. And in describing how each race functions mechanically, the GM is also describing interesting detail about the game world. Defining wisdom to a new player is difficult, describing a dwarf to a new player will connect with their experiences and engage their imagination.

Once a race is selected, the ability scores are rolled according to the strengths and weaknesses of that race. 3d6 is the average, but if a race is particularly strong in a certain area, then they would take the 3 highest from rolls of 4d6 or even 5d6. For every ability score where the race is strong, there must be others where they are weak, and take the lowest 3 from 4d6 or 5d6. So humans, as the baseline race, would roll 3d6 down the line; while a race which is strong, but clumsy and stupid, might roll 5d6(+) for their strength, and 4d6(-) for both their dexterity and their intelligence.

This would replace any bonuses or penalties the races get to their ability scores, which would eliminate scores over 18 at first level. And while it might seem extreme, 5d6 drop the lowest/highest doesn’t actually end up with too many extremely good or bad rolls. The averages would be 7 and 14 respectively. AnyDice represents the data really nicely.

So that the players have a little control over the scores they end up with, during character creation they may (after any roll) turn the face of one die to a 6. For (-) rolls, this is done after the high dice are dropped. So if a players rolling a 5d6(-) ability score rolls 6, 5, 4, 4, 1, then first the 6 and the 5 would be dropped. After that, the player can turn that 1 into a 6, resulting in a final ability score of 14. But this can only be done once for each character, and must be done before moving on to the next ability score.

Here’s how I think the races might work out:

Human
STR 3d6
CON 3d6
DEX 3d6
INT 3d6
WIS 3d6
CHA 3d6

Dwarf
STR 4d6(+)
CON 5d6(+)
DEX 4d6(-)
INT 3d6
WIS 3d6
CHA 5d6(-)

Elf
STR 5d6(-)
CON 5d6(-)
DEX 4d6(+)
INT 4d6(+)
WIS 4d6(+)
CHA 4d6(+)

Gnome
STR 5d6(-)
CON 4d6(-)
DEX 3d6
INT 5d6(+)
WIS 3d6
CHA 4d6(+)

Halfling
STR 5d6(-)
CON 5d6(-)
DEX 5d6(+)
INT 3d6
WIS 4d6(+)
CHA 4d6(+)

Orc
STR 5d6(+)
CON 5d6(+)
DEX 3d6
INT 5d6(-)
WIS 3d6
CHA 5d6(-)

Goblin
STR 3d6
CON 3d6
DEX 5d6(+)
INT 4d6(-)
WIS 4d6(-)
CHA 3d6

Kobold
STR 5d6(-)
CON 4d6(-)
DEX 5d6(+)
INT 5d6(+)
WIS 4d6(+)
CHA 5d6(-)

Magical Marvels 10: Glasstouch Dagger

The origin of Glasstouch Daggers is unclear. Though several have been found over the centuries, hidden in dark dungeons and deep caves, none have borne the identifying mark of any known craftsperson. Study of the magics used in their creation show that they must have been crafted by a powerful mortal illusionist, rather than coming from any otherworldly source. Regardless of their origin these daggers are a boon to any who find them.

Though they are made of glass, these weapons are not fragile. In fact they are very nearly impossible to damage without going to extreme lengths to do so. Even the edge of the blade does not dull. Aside from this small boon, however, the Glasstouch Dagger functions in combat just as any other dagger would. The true magical value of the dagger lies in the magical feats it can perform.

When the tip of the blade is tapped against any non-living surface, that surface becomes completely transparent. This effect functions on an area of up to 10 cubic feet, though if the object touched is smaller (such as a door) then only that object will be affected. The surface does not become fragile, nor does it lose any of its other properties. The dagger can affect an unlimited number of objects, and those objects will remain transparent for as long as the dagger (or the dagger wielder) is within line-of-sight of the affected object. Remember that transparency works both ways. If you use the dagger to look through a door, then whatever is on the other side of that door can see you too!

If the pommel is used instead of the tip, then the surface tapped will become mirrored rather than transparent. This effect is subject to the same limitations as the transparency effect, though it only affects a single side of the object. If the pommel is tapped against a door, then the side it was tapped against will become mirrored, while the opposite side of the door will retain its normal appearance.

Any sage with basic knowledge of magical items will likely know the above information. However, few sages know that Glasstouch Daggers actually possess even greater magics which only those who are attuned to them can access. After a character gains 1 level with the Glasstouch Dagger in their possession, it will become attuned to that character. The next time they handle the weapon, it will feel vaguely warm to the touch for a moment, and they will have an indistinct sense that something about the dagger is different. A sage with detailed knowledge of magic weapons may be able to inform the character of what has occurred. Otherwise the below must be learned through experimentation, or divination spells such as Identify.

If the tip of the blade is touched to a surface, and used to trace a shape, then only the space within that shape will become transparent. This still only functions to a maximum of 10ft in any direction. Tracing a shape with the hilt produces mirrored surfaces in the same way.

Additionally, if an attuned wielder can stab the dagger into a non-living object, then that object will become as brittle as glass for as long as the dagger is embedded in it. Note that embedding the dagger in an object does not make it mirrored or transparent. It retains its normal appearance, but becomes brittle and easily broken. Note also that this ability does not allow the wielder to stab the dagger into an object which they normally could not. A stone, or suit of armor, or shield cannot be affected by this ability. However, a wooden tree could be.

Picture Thursday 18: The Master Sword from A Link to the Past

Thus far I’ve made it a rule not to feature any art for Picture Thursday which I can’t properly credit the artist. This, unfortunately, has meant that I’ve had to pass on some really great pieces. For this Thursday, though, I’m breaking that rule for a piece of art which I have a long history with. If anyone does know what individual is responsible for this piece, please please let me know.

As I’ve written many times, The Legend of Zelda: A Link to the Past is a game with a huge influence on my life. One of the most striking scenes in that game is the area of the Lost Woods where the Master Sword is embedded in a stone altar. This painting captures and expands upon the feelings of that scene perfectly. The forest is dark, but the filtered light makes it welcoming. The mist on the ground hints at a chill in the air. The scene is still, but the stone and the sword speak to me of adventure.

For me the image is at once solemn and comforting. Looking at it makes me feel happy.

Pathfinder Class Analysis 11: Wizard

Core Concept: It’s the wizard; true descendant of the magic user. I said earlier that if there were only one class, it should be the fighter. Well, if there were only two classes, then the second should be the wizard. While other styles of caster can add depth to the game, none has ever inspired my imagination the way the wizard does. I think there’s something to be said for a class which uses books being powerful in a game contained within books.

Spells / Spellbooks: Vancian magic has been a subject of heated discussion since the release of 4th edition several years ago. And while I don’t want to delve too deeply into the pros and cons, I will say that I like Vancian magic. No big surprise, I know. I find it simple enough that people don’t have trouble understanding it, functional enough that it doesn’t harm gameplay, and flavorful enough that it doesn’t feel like a purely mechanical system put in place to serve function and simplicity.

I will add, though, that I think I’d prefer it if wizards never gained spells automatically upon leveling up, and were instead forced to research new spells right from level 1. Further, I think the class could make do with fewer spell slots. I may have suggested something like that in the past.

Arcane Bond: Like the druid, paladin, and ranger before it, arcane bond is the wizard’s pet choosing ability. On the one hand they can gain a familiar, as wizards traditionally do, on the other hand they can gain a bonded item. My thoughts on these choices haven’t really changed, so lets ignore the choice and focus on the bonded item ability. Essentially, the wizard selects an item through which they’ll focus their spellcasting, like a wand. The wand confers certain bonuses to them, and they find it very difficult to cast without it. Once per day, the wizard may use the bonded item to cast a spell from their spellbook which they have not prepared in advance.

This is super duper awesome. Because while I like for players to be forced to think ahead and plan their spell use, I also like the idea of a single-use backup in case something unexpected comes up. It’s not for every game, but it’s certainly an interesting mechanic for pathfinder. With the added bonus that it requires players to store their magical energy in an item which can be stolen by villains to reduce the wizard’s effectiveness.

Arcane Schools: I’m not fond of how Pathfinder handles arcane schools for a couple of reasons.

Firstly, in D&D 3.5, a character’s barred school absolutely could not be cast from. In Pathfinder this restriction has been lessened so that barred schools are simply more difficult to cast from. Often during these posts I’ve expressed a preference for allowing the character to do cool things rather than simply try to do cool things. This is the inverse of that. If the players need to make a choice which will limit them in the future, then those limits should be concrete. I don’t see any reason to buff the class this way.

My second issue with arcane schools is that they’re made into watered-down bloodlines. Part of what makes bloodlines so great is that they make the sorcerer class distinct from the wizard. Why diminish that effect by giving the wizard such a similar ability?

Cantrips: Unlike yesterday, I quite literally have nothing to say about Cantrips which wasn’t already said when I wrote about orsions back in the cleric analysis.

Scribe Scroll: When I first reread this entry for the analysis, I didn’t think much of it. Level one bonus feat for scribing scrolls, it works, whatever, move on. But upon reflection, I think credit needs to be given for this idea. The wizard, the caster who performs magic with the power of their intellect, is able to work their magic into scrolls. Other casters can do this as well, but only the wizard does not require special training.

It’s not a huge deal, but I kinda like that touch.

Bonus Feat: What a lame ability to end on! I’ve written so much about bonus feats across the numerous classes which have them, that I don’t really know what else to say. I always felt like, compared to other classes, the sorcerer and the wizard had the least interesting feat selection. Bonus feats just seem to stretch an already thin selection.

With the exception of the Fighter, bonus feats always seem like the kind of thing which is added to a class when nobody can think of anything better to give it. So it seems odd to me that they weren’t thrown out when everybody realized the wizard was insanely overpowered and needed to be scaled back in Pathfinder.

In Conclusion: With the Wizard, I’ve completed my look at the 11 core classes in Pathfinder. I hope you’ve enjoyed reading it even half as much as I’ve enjoyed writing it, because these were really fun, even if it wasn’t the most serious-minded analysis. Writing about what I want from each class has helped me better understand what I want from a tabletop RPG. I think I’ll be better at developing my own ideas now, having identified what I liked and disliked about these.

As I’ve mentioned in the past, I’d like to write similar posts about the non-core base classes. Paizo has done a good job on them, and hasn’t gone overboard the way Wizards did with 3rd edition. But after two solid weeks, I think everybody could use a break!

Pathfinder Class Analysis 10: Sorcerer

Core Concept: While the sorcerer is objectively more limited than the wizard, I like the class. Even in the earliest, simplest forms of D&D, playing a Magic User meant taking on an extra layer of rules and complexity. There’s not much that can be done about that, but the sorcerer’s limitations go a long way towards mitigating it. For that reason, I often recommend sorcerers to my less experienced players who want to play a magical character.

Were it up to me, I think there might even be a few more variants on the magic user class, all of which would interact with magic in a different way.

Spells: Unlike the more traditional magic user / wizard style of spellcasting, the sorcerer is a ‘natural’ caster. They know the spells they know, and can cast any spell they know at any time, but they can’t add to their spell repertoire the way a wizard can. In trade, the sorcerer is able to cast more spells per day than their more learned counterpart. Back in D&D 3.5, this trade was terribly unbalanced in the wizard’s favor. Fortunately, bloodlines have helped to balance this out.

As mentioned above, I like the idea that different arcane spellcasting classes would manage their spells differently. Though I might take it even a step further. Perhaps granting the sorcerer a few more spells per day, a few more spell slots, and make all of their spells completely random. After all, if their power is a naturally developing thing, why should they be able to pick and choose?

Of course, that would never fly with most RAW Pathfinder players.

Find Familiar: This is not a sorcerer ability, which is why it is not linked. I bring it up because in D&D 3.5, it was a sorcerer ability. To my knowledge, this is the only instance where a class had an ability removed* in the change from D&D 3.5 to Pathfinder. Likely because Bloodlines are such a large change which grant the sorcerer a large range of additional powers.

While it is still possible to get a familiar, I rather prefer the class without it. As a friend of mine said shortly after we found Pathfinder, familiars never seemed to be in tune with the way sorcerers approach magic. A familiar, in our eyes, is primarily meant to assist the caster in magical research, which the sorcerer never needs to do. And bloodlines are so awesome, that it hardly feels like anything was lost at all.

*I am well aware that the Rogue had the Improved Evasion ability removed, but it remains as a rogue talent**, so it’s still easily attainable without needing feats.
**I am also well aware that sorcerers may select the arcane bloodline and thus get their familiar without needing a feat. However, doing so requires you to make a choice which will dramatically change the way your character progresses, whereas the rogue can pick up improved evasion and move on. There are no long-lasting consequences for getting improved evasion as there would be for a sorcerer who wanted a familiar.

Eschew Materials: Sorcerers cast their spells naturally, so it would be cumbersome for them to deal with material components. This works fine.

Cantrips: Anything I might say about cantrips was already written about Orsions in my analysis of the Cleric. Though I would add the caveat that the sorcerer is the only class where limitless low level casting actually kinda makes sense. I could be okay with the sorcerer having this ability if every other magic using class did not have it.

Bloodlines: Most of the sorcerer’s class abilities fall within the bloodlines, so I’ll be discussion bloodline skills, arcana, powers, spells, and feats individually. However, as a general concept, it’s important to know that I think bloodlines are a great idea. In D&D 3rd edition, the origin of a Sorcerer’s power was given a bit of throwaway fluff text about how sorcerers are descended from dragons, but that this might be true or might simply be something sorcerers like to boast about.

The Pathfinder devs took that piece of throwaway fluff, and developed it into an interesting mechanic which further differentiates sorcerers from wizards. And while I’m not always wild about the specific ways in which bloodlines are implemented, they’re still awesome.

Bloodline Skill: Each bloodline grants the sorcerer one additional class skill, relevant to the bloodline. Much as I dislike the skills system, this seems like a creative way to use it.

Bloodline Powers: The powers are my favorite part of the bloodlines. I think that if it were up to me, spells and feats would be dropped, and bloodline powers would be emphasized further. The specific powers are rarely filler nonsense, but are instead interesting abilities, such as elemental resistance, long limbs which grant extra range on touch attacks, a breath weapon, wings, or any number of other interesting oddities. I also think it’s cool that some of the powers aren’t perfectly suited to a sorcerer. A claw attack, for example, doesn’t really help someone who does their best to stay out of melee. But having an odd ability here or there can really come in handy when the characters are in a pinch.

Bloodline Arcana: The arcana abilities are really just Bloodline Powers which permanently modify a normal sorcerer ability, rather than introducing something new. What is written above applies, though these often enter “filler ability” territory, where they merely grant a small bonus in a very particular circumstance which most players will forget about during play.

Bloodline Spells: Bloodline spells are similar to a cleric’s domain spells. I hate domain spells, because they’re an extra layer of pointless complication which doesn’t improve the player’s gameplay experience in the slightest. That being said, bloodline spells work a little better than domain spells do. Since sorcerers don’t have to prepare their spells each day, but instead have a permanent list of spells which they ‘know’ and may cast at will, the bloodline spells don’t significantly increase the bookkeeping the player needs to do. They just write the spells on their spell list when they level up.

This still seems a little annoying to me, though. Perhaps it’s just a personal peeve, but I think it’s annoying to get the same thing (in this case, spells) from multiple sources (in this case, leveling up & bloodlines).

Though if sorcerers had their spells randomized, as I suggested earlier, then Bloodline spells could serve as a way for the player to have some control over how their character’s spell list developed.

Bloodline Feats: They’re feats. We all know how I feel about feats by now, right? Though I do kinda like that some of these feats are completely different from anything a sorcerer would normally pursue. Seriously, “Cleave” is in there at least once.

Pathfinder Class Analysis 9: Rogue

Core Concept: In ages long past, when the world was shrouded in the mist of ignorance and I was but a young boy, my very first D&D character was a rogue named Tarin Resche. I’ve still got his character sheet. Once that campaign ended and it was time to begin another, my next character was also a rogue, as was the following character, and even the character after that. To say I like rogues would be an understatement. This is my class, and I love it. It took me a long time to branch out into trying other classes, though I did eventually do that.

The rogue/thief class is perfectly suited to the fantasy adventure genre. They’re not big and strong, nor are they magically adept. They’re not good at staring danger in the face. What they do know how to do is how to avoid danger in the first place. Which, consequently, is why I can’t stand playing rogues in most video games. For me, the point of playing a rogue is to skillfully avoid danger. In a video game, typically you can only level up if you charge headlong into danger.

The rogue is actually quite simple for a Pathfinder class, with a scant 9 abilities, compared with classes like the monk which have more than 20. So this’ll be pretty brief.

Sneak Attack: In Pathfinder, I think it’s a little too easy to get a sneak attack. But this balances out, because sneak attack doesn’t actually deal all that much damage. So you might say that the sneak attack ability works, it just doesn’t work the way I’d want it to. I’d much prefer sneak attack to require careful planning on the part of the player, and for the damage it deals to be a probable 1-hit-kill.

Trapfinding: To be honest, I kinda hate trapfinding. Not because there’s anything wrong with it, but because it’s so damn skill-ish. Rogues should have a leg up on finding and disabling traps, no question. I just wish Pathfinder didn’t rely on the skills system to do it.

Evasion: It’s hilarious that out of all the classes which have Evasion / Improved Evasion, the rogue is the only one which doesn’t automatically receive the improved version. I know it’s available as an optional talent, but this still seems backwards to me.

Rogue Talents / Advanced Talents: The rogue makes up for its rather paltry list of 9 abilities by having these “talents” which allow the player to customize the class. Some of them are quite interesting, and if I wanted to delve into the talents in detail, discussing which are good and which are bad, this post could easily be 3k or 4k words long. But I won’t do that. I’m not even going to devote much space to discussing them in general, because they’re just re-branded feats. Sometimes literally.

I’ll grant that few or none of the rogue talents fall prey to my problem with feats, where the ability granted is something any character should be able to attempt anyway. None the less it’s a huge list of abilities which the player has to select from, which Pathfinder has too much of already.

Trap Sense: I always get this one mixed up with Trapfinding, which is probably because of three things. First, they have similar names. Second, they seem like a pretty basic rogue ability. Third, they both seem far more complicated than they need to be. Though I’ll grant that Trap Sense (bonus to reflex saves and AC against traps) is less annoying than Trapfinding (Bonus to preception and disable device checks against traps).

While I’m on the subject, why is “Trapfinding” one word, but “Trap Sense” is two?

Uncanny Dodge / Improved Uncanny Dodge: While these are solid abilities, I don’t know if I like their inclusion. I understand the logic behind them. The rogue is very dextrous and has a high level of situational awareness, thus they cannot be caught flat footed, and cannot be flanked. But I think my dislike for them stems from my dislike of the way sneak attack works in Pathfinder. In both cases, Pathfinder represents the rogue’s situational awareness mechanically, while I prefer for it to be represented with the player’s own ability to play their character cautiously.

As I said, though, these are solid abilities. I’m really just nitpicking about my own preferences.

Master Strike: The target can either be put to sleep, paralyzed, or killed outright, pending the result of a fortitude save. It’s a respectable capstone ability, without anything I really want to comment on.

This may have been the most boring class analysis yet, which isn’t what I wanted for my favorite class in the game. But I guess I just don’t have much to say about these abilities.

LAWL! Plagiarism.

I’ve kinda got a thing for oldschool video games. No cutscenes, no fluff, just a rockin’ 8-bit soundtrack and a challenge that needs to be completed. Among my favorite oldschool games is the original Castlevania. It’s a game I grew up with, and which is very dear to my heart. The bat at the end of the first level is the very first video game boss I ever beat, and I’ll never forget how excited I was. Unfortunately I don’t currently have a copy of it, but I do have a 1987 copy of Castlevania II: Simon’s Quest. It’s an odd little game where the player experiences a lot of nights, and a lot of curses.

I pulled it out recently, and noticed something which had not caught my eye before: the background art looked a lot like the original Ravenloft module’s cover. I pulled a picture of the module up to confirm, and it turns out they aren’t just similar. The artist for Simon’s Quest straight-up copied Ravenloft. Check it out:

Since this game was released the same year I was, I knew I couldn’t be the first to notice this. The internet didn’t turn up much further information. Of course this was back before the Internet existed. There were no organized droves of fans demanding answers for the plagiarism. But at least TSR seems to have noticed, because when the game was released a little later in Europe its box art looked like this:    

Deadly Dungeons 10: The Fleeing Golem

The players encounter an archway, and beyond it a long hallway with many doors. The hall extends beyond the furthest edges of their light source–no matter how far that light extends. About 60ft from the archway is a very strange statue. It appears to be carved in the rough shape of a man’s torso and legs, with no arms or head. The construction is very bulky, with flat surfaces and sharp corners. The body is turned away from the hallway entrance, but a large face has been carved on the statue’s back. Its eyes are deep cavities which appear black and dark. The mouth is large, and open. Upon the strange face’s tongue is a marvelous treasure, to be determined by the GM.

If the players pass through the archway, the statue will eerily come to life. The face and the expression on it will remain still, but the legs will walk further down the hallway, away from the players. Within this hallway, the statue will always match the lead player’s movement, step for step. No matter how fast the characters run the statue will match their pace, even moving at speeds which might seem impossible for a stiff creature made of stone. This strange golem is also able to detect magical travel, and has been equipped with the ability to use dimensional door at will. If the players attempt to get close to the creature using spells such as teleport, ethereal jaunt, or even dimensional door, the golem will sense their magic use, and activate its own dimensional door nearly simultaneously, keeping itself well out of reach.

In truth, this hallway is not very long at all. A few feet before the end of the hall, a powerful illusion makes it appear as though the hallway extends beyond sight. This illusion is nearly perfect. The hallway it displays will react correctly to any light sources the players may bring, or to any objects they may throw into it. Only inches in front of this illusion is a one-way teleportation portal, which warps anything that moves through it back towards the start of the hallway, near the arches. Like the illusion, this portal was crafted by a true master of the magical arts. It is completely invisible, without any light or sound to give away its position. Furthermore, those who pass through the portal do not feel any of the physical sensations which normally accompany magical travel.

The portal does not function in the opposite direction, however. Nor is there any illusion near the hallway’s entrance. If the characters look behind them, they will be able to accurately see their current distance from the archway, and they can easily leave at any time.

It’s important to note that the golem’s movements are always in reaction to whoever appears to be closest to it, but the golem can only detect creatures with the eyes of its face. As such, if one player remains still while another player pursues the golem, the teleportation will eventually cause the character who is remaining still to be behind the golem, where they cannot be seen. Additionally, the golem is not intelligent. It has only a very simple set of instructions which it will follow strictly. As such, it will not use dimensional door to escape unless it detects magical travel being used. And despite its fearsome appearance, the stone creature has no means with which to defend itself from an attack.

Once the treasure is removed from the golem’s mouth, all spells in the hallway are broken. The golem turns into a simple statue, the illusion disappears and the teleportation effect ends. Replacing the treasure within the golem’s mouth will not restore these effects. The treasure is not necessarily magical, but it served as the switch which kept the magical circuit active. Once the switch is removed, it would take a wizard of untold skill to reactivate it.

Picture Thursday 17: Titan of Braavos by Zippo514

I have a great love for ‘wonders of the world,’ as interpreted by the creators of fantasy realms. Monoliths constructed in ages past, which survive long after the death of the empire which begat them. I’m not a huge fan of the Song of Ice and Fire books, but that doesn’t prevent me from enjoying this marvelous depiction of the Titan of Braavos, illustrated by Zippo514 on DeviantArt. I think it was a particularly good choice to use the low angle for the piece, emphasizing the scale of the statue much better than other depictions I’ve seen.

Zippo514 is a marvelous artist. His art is the kind which I just can’t get enough of. They’re varied and filled with motion and grandeur, with very few pieces I’d call ‘simple.’ He also has a lot of messy splashes of color in his art, rather than well defined lines. I can’t get enough of that. It looks gorgeous, and lets my imagination really delve into the piece.

I strongly suggest you take a look at Zippo514’s gallery. In particular some of these pieces:

Skeleton King

An Autumn War

The Red Viper

Young Wolf

Pyke

Night Watcher

Pathfinder Class Analysis 8: Ranger

Core Concept: Who, honestly, doesn’t love rangers? They’re the loner badasses that we all role played as back when we were more interested in power fantasies than we were with a challenging game. But unlike our characters who never left the shadowy corner of the bar (save when they were killing people with an impossibly fast, double-bladed sword slice to the throat), rangers are at least a little grounded.

You know, much as I love magic users, I think the classes I find the most personally appealing are the grittier ones. The ones with dirt under their fingernails and callouses on their hands. The fighters, the rangers, the rogues.

Which is funny because I’m a pudgy guy who avoids sunlight, dislikes manual labor, and has frequently been accused of having ‘lady hands.’

Favored Enemy: More than anything else, the favored enemy mechanic defines the ranger class for me. It’s perfectly suited to a fantasy world’s exaggeration of a hunter, and it provides each ranger with an interesting motivation.

It’s also totally xenophobic, but in an awesome way.

Track: Like favored enemy, the ability to track an inherent part of the ranger class. Unfortunately, Pathfinder ties it into the broken skills system, which in turn breaks this ability. And while I think it’s valuable for track to have a failure chance, there’s no need to make it as complicated as the skills system.

I’d prefer something on order of using scaling dice for difficulty. 1d12 for easy, 1d10 for moderately difficult, 1d8 for very difficult, and 1d6 for hard. The GM picks a number within the die’s range, and the player rolls that die. If they land on the number the GM was thinking of, the GM gives them the wrong direction. If they land on any other number, the ranger succeeds. No checking the character sheet for bonuses, or trying to figure out what bonuses apply to which action. Just a single, quick, die roll.

Wild Empathy: Wild Empathy suffers from the same issue that Track does. It’s good that a ranger is able to soothe wild beasts and become friendly with them, it’s a bad thing that this ability must be tied to the broken skills system.

As an idea, assume that reaction is being handled with an oldschool 2d6 reaction roll. If the creature is a wild animal, a ranger may attempt to empathize with the animal, which would call for a second reaction roll, and the better of the two would be used. Starting at 3rd level, the ranger could add 1/3 of their level to the second reaction roll. (+1 at 3rd level, +2 at 6, so on until reaching +6 at level 18).

Combat Style Feat: This one makes me feel conflicted. On the one hand, I’ve reached a point where I honestly don’t like having the player make choices about their build. I’ve found that basically no player I’ve ever played with actually likes it. Most view it as a chore, while only an obsessive few (like me) ever claim to have fun ‘working on their build.’

On the other hand, this is a very simple, very cool choice which must only be made once, and has a dramatic effect on the character’s progress: do you want to be a two-handed fighter, or an archer? It’s also relevant to note that (unlike most character build choices) this decision is not about comparing specific abilities, it’s about defining the type of character you want to play.

With a gun to my head*, I’d say this is a pretty good ability.

*It sounds more interesting than “With a self-imposed deadline to my head.”

Endurance: The feat is well suited to rangers, though it’s stupidly complicated. It gives so many minor and circumstantial bonuses that I doubt anyone ever remembers to use anything other than the ability to sleep in armor without becoming fatigued. Which, to be fair, makes good sense for the ranger.

Favored Terrain: Hands down, one of the best changes made in the switch to Pathfinder. Holy fuck on a fucka-fuck, do I love favored terrain. This is on par with the fighter’s ability to become more proficient in the use of armor.

Hunter’s Bond: There’s not a lot to say about this ability which I haven’t already said before. It’s another ability which asks the player to choose between a pet, or something easier to track than a pet. My response is the same as it was for the Druid and the Paladin: make pets simpler.

To make matters worse, the ranger’s alternative to a pet is essentially the same as the Paladin ability “Aura of Justice,” which I also didn’t like. So that’s just stacking bad on top of bad.

Spells: As I mentioned in the Paladin analysis yesterday, there’s no reason for rangers to have spells. Rangers are men and women of great skill, not of magic. I would even argue that ranger spells diminishes the class, because it implies that all ranger abilities might be somehow bolstered by magic.

Even the most popular modern representation of a ranger, the much-maligned Drizzt Do’Urden, has no magical abilities. And he’s explicitly a ranger within a Dungeons and Dragons game world.

Woodland Stride: Rangers ignore underbrush. This is a good mechanic, no change needed.

Swift Tracker: This ability fails to impress me, but only because it builds on the parts of the tracking ability which I didn’t like. The parts which intersect with the broken skills system. It’s easy to implement into my own system. “If the player moves at their normal speed when tracking, the GM selects two adjacent numbers which would cause failure if rolled. Once a ranger gains the swift tracking ability, this penalty is removed.”

Evasion / Improved Evasion: Holy crap, how many frickin’ classes have this ability? I seriously have nothing to say about it at all. Cut me a break here, Paizo.

Quarry /Improved Quarry: I actually like these abilities. They connect well with other elements of the ranger class, and strengthen the theme of the hunter. But I have one very important question: how do they work? Because they they’re explicitly not magical [they’re marked with (Ex), which means extraordinary ability, which means not magical]

It’s understood how favored enemy works. The character has studied that type of creature, and knows its strengths and weaknesses. But what happens in the space of a standard action (or free action!) which allows the ranger to gain further bonuses against their officially designated Quarry?

Are they noticing a fighting pattern, and a specific way the quarry walks? Is that where they get attack and tracking bonuses from?

Camouflage / Hide in Plain Sight: While these two abilities aren’t really all that similar, I have pretty much the same thing to say about them. They both work sufficiently well, though would be improved by not being tied to the skills system.

Master Hunter: When I first read Pathfinder, I came away with the impression that at level 20, every class gains some manner of ‘instant death’ attack. In re-reading each class for these analyses, I’ve found that impression was more than a little off base. Certainly many classes have a death attack, but many (even most) do not. In fact most capstone abilities are pretty flavorful, and the ranger’s is no different. It’s essentially an instant “knockout” attack, useful if the player wishes to capture rather than kill. I like it!