Ranger Favored Enemy troubles


Pathfinder First Edition General Discussion


Hello people,

I'm here to talk about a problem that might not be one for many : The ranger's favored enemy. Each time this skill improves, the ranger gains one favored ennemy +2 att/dmg and he can improves another existent favored enemy bonuses +2 att/dmg.

That's very poor compared to the previous version but that's not the subject (and it sure has been talked over somewhere here and I already feel guilty from not having read it). The trouble comes from "Instant enemy" description. When I first saw that spell I said to myself : "I am going to improve one ennemy to +10 so that I can use this bonuses against enemies against I have no other choice..." and it's cool.

The trouble comes when I see "that is not your favored enemy"... Meaning you can't use it against lower Favored Enemies... I just asked myself : "But... WHY ?". And I ask the question here "Why not another favored enemy ?". It's not like the ranger may have 6 times this spell a day to use it in one single fight. I just don't understand this choice.

Besides, that's a bit disappointing to improve one FE to +10 leaving the other to +2. I feel like about anyone would to the same because it's optimal build and also because usually as a character you really focus on ONE enemy for roleplaying reasons, not five or six.

What I thought about the FE system alteration was the following : Leave the +2 enemy and +2 boost to another existing for a classic +1 every five levels and another enemy at full bonuses. This way there is no specialisation and therefore no problem with the use of instant enemy.

So, what might bother people is that the specialisation aspect of the favored enemy is gone and that it looks like the warrior weapon's specialisation... Yes.

That's no problem to me.

As a specialisation, the ranger could have the ability to meditate on one enemy he knows for an hour and this enemy could have his bonuses increased of +2 to +3 for as long as he doesn't feel the need to change.

That's my point of view.

Sorry for the bad english I am french.
Sorry if someone feels offended by my writings, I didn't attend to (but I usually don't control this aspect of my talking... -___-).

And thanks for the good game that is Pathfinder RPG.


Instant Enemy reads:

"With this spell you designate the target as your favored enemy for the remainder of its duration. Select one of your favored enemy types. For the duration of the spell, you treat the target as if it were that type of favored enemy for all purposes."

The idea is to get the bonus when you normally wouldn't.

Otherwise it would be called "Better Enemy", or "Broken Spell".


Kela wrote:


I'm here to talk about a problem that might not be one for many : The ranger's favored enemy. Each time this skill improves, the ranger gains one favored ennemy +2 att/dmg and he can improves another existent favored enemy bonuses +2 att/dmg.

That's very poor compared to the previous version but that's not the subject

...what? How?

Since the spell doesn't seem too difficult to understand, I'm more interested in how the Pathfinder FE is actually worse..


The link to Instant Enemy, for your convenience.

I can understand the complaint, but I think Instant Enemy is already an extremely powerful spell. At 11th level, a Pearl of Power and a 16 wisdom will let the ranger cast Instant Enemy 3 times per day. Casting is a swift action, and the duration is in minutes/level. That's a whole lot of +6/+6 attacking.


I believe that he's upset because he wants to use Instant Enemy on creatures that are already his Favored Enemies, using a min/max approach.

Basically, if he chooses Humans as his first favored enemy, and continues maxing points in it, choosing dragons and undead for the next two, he couldn't use Instant Enemy to get the full +6 against dragons and undead, because they're already favored enemies, but only +2.

Now, the option he proposes, as I see it, is to keep all of the bonuses vs. different enemies equal in order to not specialize (for better or worse).

I can see where it might get confusing, because obviously, the ranger really likes beating on the dragons and undead, more than, say, aberrations, but if he uses the spell, he can never quite whack dragons and undead as hard as aberrations.

Personally, this is kind of an interesting limitation, even though it might not make sense. It's a great utility spell, but I'm not super-fond of the concept. It's limited to one single creature, though (not one creature type), so it's not like you could say "I'm changing to fight Orcs." Rather, it's "I'm fighting that Orc like he's a Human."

Really, it's a bit of sleight of hand to try to max out one and then use it on everything. No, it's not super-powerful, comparatively (rangers have precious few spell slots, and it might be better, statistics wise, to spread out the FE bonuses a bit more evenly (+4,+4,+4 d of +6, +2, +2). That way, the spell becomes handy when you don't meet those creatures, for BBEG and the like, and when you do, then you have the same bonuses.

By the way, the 3.5 rangers functioned identically, but received no bonuses to hit and to knowledge checks. In 3.0, maybe, I think they had the +1, I think I remember it was just that all of the other ones went up by one, but they weren't equal. 3.0 rangers kind of sucked.

Liberty's Edge

I understand what Kela is talking about. Why would anyone choose to do anything else with a Ranger's FE than to max one of them out leaving all their other FE's at a low +2 and then repeatedly cast Instant Enemy, say through the use of a wand?

For the record, Pathfinder's current version of the Ranger's favored enemy is the best we've seen from previous versions.

I agree with you Kela. It'd probably be better for the FE class ability mechanic to function as +2 for new favored enemies and for all other current favored enemies to increase at a rate of +1 for every 3 ranger levels or something along those lines.

I also like your idea of meditation but would expand on that to allow the ranger to have an ability that would allow them to "study" traces left by their target for an hour (for example) and gain a benefit against that target in their next encounter.


Liquidsabre wrote:
I agree with you Kela. It'd probably be better for the FE class ability mechanic to function as +2 for new favored enemies and for all other current favored enemies to increase at a rate of +1 for every 3 ranger levels or something along those lines.

A game I do NOT play in (for other reasons) uses a FE bonus of your total number of FE + 1. The 'dm' does allow taking of additional FE through feats.


Cartigan wrote:
I'm more interested in how the Pathfinder FE is actually worse...

Last version of FE for the ranger was +2 each improvement to all favored enemies and a new enemy with +2. Leaving you at level 20 like +10 to the first, +8 to the second, +6 to the third and so on... The actual version is what I call "poor" in comparison.

I'm not talking of game mechanics and balance, just saying that the actual version is weaker. And not making a judgement wether it's better or worse.

Blueluck wrote:
I can understand the complaint, but I think Instant Enemy is already an extremely powerful spell. At 11th level, a Pearl of Power and a 16 wisdom will let the ranger cast Instant Enemy 3 times per day. Casting is a swift action, and the duration is in minutes/level. That's a whole lot of +6/+6 attacking.

In our campaign (and I guess in other ones too) it may happen to deal more than six fights in a same day, even 6 per day instant enemy wouldn't be that much.

I sure guess you're kidding or you party goes to sleep after each fight to get the spells back ?

Liquidsabre wrote:
I agree with you Kela. It'd probably be better for the FE class ability mechanic to function as +2 for new favored enemies and for all other current favored enemies to increase at a rate of +1 for every 3 ranger levels or something along those lines.

It's just a shame that the spell makes us max out one Favored Enemy to leave the other really weak. If they'd all improve naturally the problem would be smaller (even to end with the overall bonuses weaker, I don't mind).

I just don't like what it makes us do.
That's my point.

Deleting the spell would be a good solution too if that can help understand what I mean.

Liquidsabre wrote:
I also like your idea of meditation but would expand on that to allow the ranger to have an ability that would allow them to "study" traces left by their target for an hour (for example) and gain a benefit against that target in their next encounter.

Hmmmm... >__>

This might make the difference between two things that are roleplay-linked. If the bonus comes from studying the traces you might imagine that the ranger gets information of the target's weak points by the way he moves. If the bonus comes from meditation, you might imagine that it's more a state of mind and that he remembers by himself the weak points of his enemies.

I personnaly prefer the meditation things, but studying the traces seems ok too... It's just a condition that might not be easy to get sometimes.

THANKS TO ALL for your replies.
My DM understands the problem I got too and is looking forward to a solution !


Problem is as you say, however there are decent ways around it.

If you simply wanna 'equal' a fighters output on most things-

Weapon Training +4
GTR Weapon Focus +2
Duelist Gloves +2
Total +8 to Hit

Weapon Training +4
Gtr Wpn Spl +4
Duelist Gloves +2
Total +10 to damage

Stacking FE
+4 Human
+2 Undead
+8 Outsider (evil)
+2 Giant
+2 Magical Beast

Now, what does this mean
You recieve +8 to hit and damage vs evil outsiders (a common foe in nearly all aps and they run the Gamut of CR's) and all Instant Enemies.

This include any NON- FE you cast on (Including Dragons, Abberations which are often BBEG's)

+8 to hit and damage vs the fighters +8 to hit and +10 damage. Barely behind (and he needs duelist gloves to get this high) but a ranger focused item could help.

EG Subtle for rogues (+4 to hit/damage on SA)
Duelist Gloves (+2 to wpn training)
Furious weapons (+2 to hit/damage for raging barbs)

Not sure if there is a PF equivilent enchantment/item for rangers that improves FE but even without it your only 2 points behind the fighter on damage.
(If you NEED to further boost this look at the Hunter's Eye spell from Spell Comp. adds 5d6 SA when you flank as a swift cast OR Mark of the Hunter from same book adds +4 to any FE)

The other FE's are common. In the case of Giants easy to hit anyway. Undead are common but often not too hard past a certain level.
Human's are most common things encountered but unless they are the BBEG are not normally too hard (because DM's don't like UP leveling NPC's and gear- makes parties too rich.

Cheers.


Kela wrote:
Cartigan wrote:
I'm more interested in how the Pathfinder FE is actually worse...

Last version of FE for the ranger was +2 each improvement to all favored enemies and a new enemy with +2. Leaving you at level 20 like +10 to the first, +8 to the second, +6 to the third and so on... The actual version is what I call "poor" in comparison.

I'm not talking of game mechanics and balance, just saying that the actual version is weaker. And not making a judgement wether it's better or worse.

Ok I have no idea what he is talking about but yeah Instant Enemy is stupid. There is no reason to limit it to creatures that aren't your favored enemy.


Memory is fuzzy but he may be right.

didn't you get +2 on your first fe.

when you got a second, your first went up by 2
(+4 on 1st FE, +2 on 2nd)

when you got your 3rd ,all other FE went up by 2
(1st was +6, 2nd was +4, 3rd was +2)

this trend continued until you had all 5 fe.

Resulting in bonuses that went
+10
+8
+6
+4
+2

The issue was, that for metagame purposes a player would pick a FE because he wanted the big bonus later. IE a ranger might take dragons for an eventual +10, despite thefact he likely wouldn't fight many.


Kela wrote:
Cartigan wrote:
I'm more interested in how the Pathfinder FE is actually worse...

Last version of FE for the ranger was +2 each improvement to all favored enemies and a new enemy with +2. Leaving you at level 20 like +10 to the first, +8 to the second, +6 to the third and so on... The actual version is what I call "poor" in comparison.

I'm not talking of game mechanics and balance, just saying that the actual version is weaker. And not making a judgment whether it's better or worse.

With the Pathfinder version you can get +2 vs goblins or animals at 1st level, and +8 vs dragons or demons at 15th level, both being useful and level-appropriate bonuses.

The old version gave more total bonus points, but was prone to being games in was that didn't feel right with the theme of the game. If you picked goblins at 1st level, and dragons at 15th, you'd have +8 vs goblins (which you could easily kill with no bonuses at all) and +2 vs dragons (which is a pretty small bonus at 15th level). So players would 'play smart' by taking dragon at 1st level.

You'd see a lot of low level rangers who were experts in hunting dragons but who had never seen one!

.

Kela wrote:
Blueluck wrote:
I can understand the complaint, but I think Instant Enemy is already an extremely powerful spell. At 11th level, a Pearl of Power and a 16 wisdom will let the ranger cast Instant Enemy 3 times per day. Casting is a swift action, and the duration is in minutes/level. That's a whole lot of +6/+6 attacking.

In our campaign (and I guess in other ones too) it may happen to deal more than six fights in a same day, even 6 per day instant enemy wouldn't be that much.

I sure guess you're kidding or you party goes to sleep after each fight to get the spells back ?

3-4 fights per day is fairly typical. 1-2 and your spellcasters tend to dominate, 5+ and the fights probably aren't very challenging.

.

Liquidsabre wrote:
I agree with you Kela. It'd probably be better for the FE class ability mechanic to function as +2 for new favored enemies and for all other current favored enemies to increase at a rate of +1 for every 3 ranger levels or something along those lines.

Ideally I would write the favored enemy ability like this.:

At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level, the ranger may select an additional favored enemy. In addition, the ranger may raise one of his two favored enemy bonuses by +2.

At 10th level, the ranger may select an additional favored enemy. In addition, the ranger may raise one of his three favored enemy bonuses by +2, and another by +4, to a maximum of +6.

At 15th level, the ranger may select an additional favored enemy. In addition, the ranger may raise one of his three favored enemy bonuses by +2, another by +4, and another by +6, to a maximum of +8.

At 20th level, the ranger may select an additional favored enemy. In addition, the ranger may raise one of his three favored enemy bonuses by +2, another by +4, another by +6, and another by +8, to a maximum of +10.

That would give a total of +2, +4, +6, +8, and +10, but the numeric value would be independent of the order in which the enemies were selected.

Grand Lodge Contributor

If you want your favoured enemy to be "everything" then don't play a ranger, play a fighter. Rangers get stuff that fighters don't, and so having a single spell remove that limitation completely is silly.

I think that the real issue is that spells like instant enemy would be cheesy ways to get around class feature limitations if they weren't themselves limited in some way. If instant enemy is "fixed" as suggested, then the ranger class becomes unbalanced - essentially a full fighter that also gets spells and animal companions.

If you're fighting big single monsters, the spell is very effective; if you're fighting mobs of kobolds, it's more limited. The point is that the GM and campaign's style is as important to the "balance" of the spell as the rules are. I guess that's why the game has a GM - they can adjust the spell, adjust the campaign, and make it work so people have fun.

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