Arlo Rumble
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Yeah, I get that Rangers feel a bit lacking. There's not a real area they excel at, I feel. Two of the three Hunter's Edges basically boil down to "I hit better" or "I hit more," but that's it. They have some cool feats, but nothing that really screams "play me!"
Anyway, as long as you enjoy the character, that's all that matters, right? I have a Flurry Ranger I like playing, and I like how Hunt Prey works. It's a bit finnicky, but you can do some cool stuff with it. He's all about cheating action economy, and I view it as an interesting puzzle.
Jayma
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Well, I don't know who says casters suck in this version, but Jayma had to be the top damage dealer, or close to it.
To be fair, Jayma did get some good rolls; the 5d6 damage on the last attack almost maxed it out (27/30). I also designed her for maximum magical blasting power, so don't expect any support or buffing spells from her. The Hydraulic Push spell has done well for her, but I don't like the damage progression for crits going onward. I can't wait for her to get the Fireball spell.
Azu Azan
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To be fair, Jayma did get some good rolls; the 5d6 damage on the last attack almost maxed it out (27/30).
True, this game is overly dominated by dice rolls. But the point is that you have a high ceiling as a blaster. And given favorable rolls, you were very effective.
I also designed her for maximum magical blasting power, so don't expect any support or buffing spells from her.
But it sounds like you're getting what you wanted. You designed for high damage and that potential is out there and achievable. The Ranger, imo, doesn't really have a high damage mode or any other mode other than hit harder or hit more frequently, and that's about style/implementation, not metrics.
Azu Azan
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I have a Flurry Ranger I like playing, and I like how Hunt Prey works. It's a bit finnicky, but you can do some cool stuff with it. He's all about cheating action economy, and I view it as an interesting puzzle.
When you say, 'you can do some cool stuff with it," are you talking about the class in general or Hunt Prey specifically?
Are you ranged or melee?
Arlo Rumble
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Arlo Rumble wrote:I have a Flurry Ranger I like playing, and I like how Hunt Prey works. It's a bit finnicky, but you can do some cool stuff with it. He's all about cheating action economy, and I view it as an interesting puzzle.When you say, 'you can do some cool stuff with it," are you talking about the class in general or Hunt Prey specifically?
Are you ranged or melee?
Both, really. I'm melee, doing the two-weapon thing as well. Things like Monster Hunter, Quickdraw, Twin Takedown, and next level Skirmish Strike, all let me do more actions than usual in a turn. Haven't had much chance to try it out yet, but I like the options available to the Ranger.
Azu Azan
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I suppose to some extent. Monster Hunter is letting you do something that is not going to have any impact in 99% of your battles until level 10. I have it on one of my archers and it's only crit succeeded once in four levels and the +1 it afforded was of no benefit. Even on normal success, we've never gotten anything that we could usef our benefit. Knowing something has Weakness to Bludgeoning isn't really useful if no one has that damage type.
Quickdraw is marginally useful for Flurry melee. One problem however is that it is an Interact and will trigger an AoO from a boss as you have to use and strike in the same action. But more importantly is that for Flurry, you get no benefit from a single strike. So if you have to Prey, Move, and (Quickdraw) Strike, you're getting nothing from Flurry. At that point you might as well just Prey and double draw if yoru GM doesn't give you both on one interact. A Precision Ranger is going to get more from Quickdraw, but then it's pretty easy to always have at least one weapon in hand, so then a Precision Ranger doesn't really need the feet. I see Quickdraw more to facilitate switch-hitting than enabling dual wielding. I mean, yes, there are some very specific situations where Quickdraw could save an action or two fr a Flurry TWF build, but in three levels, I haven't really come across them.
Twin Takedown is a simply a must for Flurry. There's no way around that.
Skirmish Strike, imo, is more akin to Quickdraw. You get a Step and a Strike...not a Stride. So you're only using this if you're needing to play cat and mouse with a boss, and then you have recognize that if that is your only attack, you get nothing from Flurry. Like Quickdraw, this is more usable for Precision which gets to apply the full value of the Edge.
The problem for me with all these options (except Twin Takedown) is the opportunity cost. Taking Monster Hunter or Quickdraw or Skirmish Strike means you're giving something up. Gravity Weapon, Animal Companion, Heal Companion, Wild Empathy, etc. You're having use all your currency just trying to break even on the action economy tax imposed by Hunt Prey and movement tax for Melee.
Admittedly I am swimming upstream by trying to play Flurry with a Companion. Flurry wants as many unused actions as it can get and the Companion is constantly soaking up actions. But you'd think the way Flurry is set up, having a flanking buddy for melee would be a huge boost, but in practice, it isn't actualized. I mean I literally have no option to command the animal when I have to Hunt, move, and attack. And that never gets solved. At best you can get something like Swift Tracker to try and and maybe steal one action if you are tracking the same creature you want to attack, but that comes at the same time as Mature Companion and there just isn't room for it.
What cool stuff are you doing with Hunt Prey? At best, I can target a prey during the dialogue of a social encounter, or the scenario contemplates tracking the creature (exceeding rare) or hearing the creature (rare).
Jayma
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Chronicle looks good.
It seems that according to the new Organized Play Foundation Downtime rules, Players are responsible for rolling and recording their own downtimes...
So to make it official and put it on the record, here is Jayma's Earn Income roll whose result I will add to the chronicle I received for this adventure.
Performance (Earn Income) vs DC 16: 1d20 + 10 ⇒ (19) + 10 = 29
Nice! According to this table a crit success is good for 40sp.
Arlo Rumble
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Gozreh Lore: 1d20 + 6 ⇒ (11) + 6 = 17
That's just about 24 sp.
Thanks everyone! I had a great time. And thanks again to you, GM!