
Edge93 |
The title pretty much says it all. Recent-ish comments by Mark Seifter have indicated that the Ranger will be getting a Paladin/Monk style treatment in the CRB or at least shortly thereafter publication-wise, in that they will have the option to obtain Powers/Focus Spells as the PF2 version of the low-tier casting they possessed in PF1, much like the Paladin already has. I for one am down for this, I liked how the Paladin and Monk handled it and I feel like the Ranger will look good too.
So I'm curious what kind of ideas anyone has for what Ranger Focus Spells might actually look like. I don't really have too many ideas myself that aren't just "nature stuffs" or copying something like the Druid Order base Powers.
One thought I did have though was something to toy with Hunt Target. The general concept being a 1 or 2 action cast spell that causes you to mark multiple creatures as your Hunted Target at once. I think the concept behind this power is a decent one, it gives something that might satisfy those who dislike the single-target nature of Hunt Target or the action cost to switch targets, and while potentially very useful it isn't anything you can't do without if you're down with focusing on one target at a time. And a spell point seems an appropriate cost for the multi-target IMO. It also keeps Double Target from being invalidated since DT can be done all day without resource cost.
The Power could expand in usability as it heightens, too. Like at first it just marks all creatures within sight, lasts on each one until they die or until you mark someone else I guess. Then at some point it gains a boon where you can use it when you find the tracks of multiple creatures and it gives you the benefits against all of them, even allowing you to hunt another target normally in the meanwhile (Like say if you get in a fight between finding the tracks and finding the quarry). And then eventually maybe it just takes on a lengthy duration like 1 hour or something, or even 10 minutes, and during the duration you can, whenever you please, spend 1 action to make any number of creatures in sight or that you are tracking your Hunted Target.
Of course this idea would need refinement to actually make a usable Power that fits the requirements of the system with a simple description. But I feel like the concept keeps from being overpowered by the fact that it never actually gives greater benefit than your Hunt Target, it just lets you apply those benefits more freely, but it gains a great value for versatility by doing so.
...And that's all I have off the top of my head. I'd wait and think of more, but I think just the one is fine as a conversation starter.
Well, also something to speak with animals would be nice. And maybe plants. And something that gives like one of a variety of benefits depending on what kind of terrain you are in would be cool (Like a conditional bonus to Stealth in a forest or fire resistance in a desert).
I'll post comments later when I get more ideas. Meanwhile I look forward to seeing what others think of these or what ideas others have too!

AnimatedPaper |
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Reposting from the *other* thread:
3a) Way back in the blog days, I proposed a cantrip that allowed you to trigger a creature's weakness. Like if a creature had Weakness (silver) 5, the spell would force the creature to take 5 damage as if its weakness had been tapped (at higher levels it could also add damage on top of that). What if rangers had that cantrip, and it depended on you knowing what that creature's weakness was? That would dovetail nicely with rangers as all-around monster lore experts, and reward players that invested in that aspect of their character.
This kind of spell, which I decided should be called "Wrack", might also work as a FOcus spell if it were beefed up a little. Maybe have a low baseline damage that you can vary depending on the monster's weakness?
Or if that doesn't work, a focus spell that lets you convert your arrows or bullets into a special material, so that you always have silver bullets or cold iron bolts at hand.
I do agree Hunt Target might work better as a focus spell. Doens't even need to be tied to a list; it can be the first example of a purely martial "spell" that isn't actually magic but follows all other rules as if it were a spell.

Edge93 |
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Ooh, nice. I like it. For beefing it up for a Focus spell with the "Must know weakness" concept, maybe it could allow a free Recall Knowledge check as part of the spell, even if you've already attempted and failed one against that monster, and if the check is successful you learn of and trigger the weakness? And maybe an added note that if you have already attempted a Recall Knowledge check on that particular foe and succeeded then you trigger weakness even if the check from the spell fails?

Temperans |
Well a simple perception type power where you can sense any creature similar to the hunted target. Very much like the 5e version but not type restricted.
An endure element power would also be good, specially as at low levels.
A speak with animals or wild empathy power would also be good. It could also scale so that at high lv it affects more or stronger (magical) creatures.

WatersLethe |
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Whatever Spell Powers Rangers get, I hope they include ones that mesh nicely with the Arcane Archer concept. It bothered me to no end that Ranger in PF1 didn't mesh well with AA, despite the "enhancing arrows with magic" theme is well within the nature guy wheelhouse.

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In another thread, I posted the following list:
-Animal Communication/Control. This seems valid as a single spell as long as it's more Diplomacy-type control than mind control.
-Endure Elements, or something much like it, and a group version as they level.
-Healing. Probably herbal and non-combat, but effective. Something for condition removal might also be good.
-Overland Travel Enhancer. Probably a combination of Longstrider and Tireless Pursuit thematically, again with the ability to expand it to a whole group as you level.
-Mobility Enhancer. In PF1, Rangers can get the ability to run on air or walk on water, and eventually Freedom of Movement. Something similar seems like a good call.
-Perception Enhancer. Probably not numerically in PF2, but Rangers have a lot of this stuff that jacks up Perception, something in that vein seems warranted.
I think all those remain good options, probably along with at least one offensive option of some sort.
Upon reflection, I'd definitely have the Endure Elements upgrade to not only effect multiple people but also provide Resistance to elemental damage. Several of these that seem non-combat would also preferably have combat benefits (I'd imagine the Overland Travel Enhancer would also give +5 or +10 to movement, for example, and obviously with very long duration).

Edge93 |
Whatever Spell Powers Rangers get, I hope they include ones that mesh nicely with the Arcane Archer concept. It bothered me to no end that Ranger in PF1 didn't mesh well with AA, despite the "enhancing arrows with magic" theme is well within the nature guy wheelhouse.
Something like being able to replicate the effects of a Spellstrike Arrow with Spell Points might be cool, maybe with a base magic attack effect you can stick on if you don't have spells from another source.

Captain Morgan |
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Most of the ideas in here are bonzer.
The title pretty much says it all. Recent-ish comments by Mark Seifter have indicated that the Ranger will be getting a Paladin/Monk style treatment in the CRB or at least shortly thereafter publication-wise, in that they will have the option to obtain Powers/Focus Spells as the PF2 version of the low-tier casting they possessed in PF1, much like the Paladin already has. I for one am down for this, I liked how the Paladin and Monk handled it and I feel like the Ranger will look good too.
So I'm curious what kind of ideas anyone has for what Ranger Focus Spells might actually look like. I don't really have too many ideas myself that aren't just "nature stuffs" or copying something like the Druid Order base Powers.
One thought I did have though was something to toy with Hunt Target. The general concept being a 1 or 2 action cast spell that causes you to mark multiple creatures as your Hunted Target at once. I think the concept behind this power is a decent one, it gives something that might satisfy those who dislike the single-target nature of Hunt Target or the action cost to switch targets, and while potentially very useful it isn't anything you can't do without if you're down with focusing on one target at a time. And a spell point seems an appropriate cost for the multi-target IMO. It also keeps Double Target from being invalidated since DT can be done all day without resource cost.
The Power could expand in usability as it heightens, too. Like at first it just marks all creatures within sight, lasts on each one until they die or until you mark someone else I guess. Then at some point it gains a boon where you can use it when you find the tracks of multiple creatures and it gives you the benefits against all of them, even allowing you to hunt another target normally in the meanwhile (Like say if you get in a fight between finding the tracks and finding the quarry). And then eventually maybe it just takes on a lengthy duration like 1 hour or something, or even 10 minutes, and during the...
As I mentioned in the other thread, I am starting to feel like Hunt Target should kind of just do this by default. Have Hunting any particular Target take an action, but don't limit how many targets you can Hunt at a time. The reason for this is because if you're tracking a group of similar creatures then I'm not sure how you know which one was your target when you catch up to them. It also creates an interesting middleground between Hunt Target and the old Favored Enemy.

AnimatedPaper |
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Whatever Spell Powers Rangers get, I hope they include ones that mesh nicely with the Arcane Archer concept. It bothered me to no end that Ranger in PF1 didn't mesh well with AA, despite the "enhancing arrows with magic" theme is well within the nature guy wheelhouse.
Personally, I want Arcane Archer to be rolled into the Magus whenever it rears its head. I don't mind them on Rangers, but a proper Arcane Archer might require more spellcasting than the rangers are going to get. Multiclassing would solve that of course, but I don't think feats that require multiclassing are a good idea for core. The ACG of APG, sure, but not core.

Chance Wyvernspur |
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I'd like some variant of Favored Terrain. Perhaps something where once the Ranger has had some time to become familiar with a region and become acclimated then Favored Terrain acts like a Regional Lore skill that might be complimentary to survival, scouting, acting as a guide, and steering parties away from natural hazards.
I wouldn't mind seeing Favored Enemy being a low-level Ranger Feat. We have lots of conditional feats that are rarely useful, so Favored Enemy fits in there quite nicely. At perhaps +1 to-hit and perhaps +1 save versus the enemy's fantastic attacks, it could fall in line in terms of power.
I could see a Ranger improving a party's overland speed and improving the party's ability to pass through otherwise obstructed or very limited terrain.
Some kind of ability related to finding/establishing shelter in a wilderness environment would be good. This could translate into a variety of nice things for the Ranger's party at various levels. Leave summoning cabins in the woods for the wizard/summoner. Let the Ranger's ability relate to finding natural shelters, or perhaps constructing temporary shelters.
I can see environmental buffs that allow a party to operate in hostile climates, including underground. Perhaps some energy resistance buffs.
When it comes to spells, they don't all have to have a combat role. We're plowing through the Playtest's adventure for 14th levelers right now and there's a lot of frustration at the table. The adventure precludes spell casting which ruined any chance of using investigative spells that are normally ignored in favor of combat spells.

Chance Wyvernspur |

Related to spells, I'd look to the D&D 3.5 Spell Companion. Ranger spells really came into their own with that book, and took a step back with Pathfinder 1.
Self-Buffing spells often fit with many Ranger class character conceptions. Adding special attributes to arrows, like fire, would fit. At higher levels you can then jump the shark like the other classes and do all sorts of goofy sword-n-sorcery shticks.
Mobility spells fit. Crowd controls spells, within limits also make sense.
The current Ranger "traps" feature makes much more sense to me coming from spells so long as they're deploying them in unrealistic time periods, like one round.

N N 959 |
In another thread, I posted the following list:
Deadmanwalking wrote:-Animal Communication/Control. This seems valid as a single spell as long as it's more Diplomacy-type control than mind control.
-Endure Elements, or something much like it, and a group version as they level.
-Healing. Probably herbal and non-combat, but effective. Something for condition removal might also be good.
-Overland Travel Enhancer. Probably a combination of Longstrider and Tireless Pursuit thematically, again with the ability to expand it to a whole group as you level.
-Mobility Enhancer. In PF1, Rangers can get the ability to run on air or walk on water, and eventually Freedom of Movement. Something similar seems like a good call.
-Perception Enhancer. Probably not numerically in PF2, but Rangers have a lot of this stuff that jacks up Perception, something in that vein seems warranted.I think all those remain good options, probably along with at least one offensive option of some sort.
Upon reflection, I'd definitely have the Endure Elements upgrade to not only effect multiple people but also provide Resistance to elemental damage. Several of these that seem non-combat would also preferably have combat benefits (I'd imagine the Overland Travel Enhancer would also give +5 or +10 to movement, for example, and obviously with very long duration).
I think this is a good start if Paizo is going to go powers. As I've mentioned before, if Paizo wants to make us "buy" them, then juxtapose them to other things that are not essential or critical for the Ranger in game play. Make it really be an "extra" benefit, not my tree in the form of firewood..

Excaliburproxy |
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I second Chance's suggestion of giving the class focus spells that allow them to rapidly deploy traps on the battlefield (though I would perhaps add that you should be able to summon them costlessly in terms of GP). Maybe you could also have powers that render traps invisible or give the ranger access to some form of magical traps.
Maybe you could also give them some hunter-style buffs that they could use to improve themselves (or maybe a PC ally) with the same action economy.
I feel like out of combat utility stuff needs to somehow be packaged together with combat stuff or at least have some kind of in combat utility like increased speed or the ability to ignore difficult terrain. Otherwise, I think that kind of stuff would somehow be better suited as a ranger-specific skill feat than rather than something that compete's with the ranger's scarce combat feats.

AnimatedPaper |
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Also, the old pf1 stand bys of “Gravity Bow” and “Heavy Blades” should be focus spells. They’re not really appropriate for the primal spell list as a whole (should the ranger wind up with proper spell casting somehow), but have come to be strongly associated with pathfinder rangers. Focus spells would be a good way to get them back in without Druids going mad with power.
Also, Spike Growth might be a good baseline for that trap spell. Or Tanglefoot except castable at a longer range.

QuidEst |
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Some sort of healing spell with status mitigation. Maybe it can wind back a poison and/or disease track back a step while also healing hitpoints? It can be a strong out-of-combat healing option, as opposed to Paladin's built-in combat-focused healing spell. (Reminiscent of Aragorn treating Frodo's wound.)
A really good tracking spell- enough to want to multiclass to or from Ranger if you're building Dresden. Increase distance or time increments for penalties ten-fold, or negate circumstance penalties.

AnimatedPaper |
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Some sort of healing spell with status mitigation. Maybe it can wind back a poison and/or disease track back a step while also healing hitpoints? It can be a strong out-of-combat healing option, as opposed to Paladin's built-in combat-focused healing spell. (Reminiscent of Aragorn treating Frodo's wound.)
While I wouldn’t *mind* this, I think I’d prefer that as a skill feat anyone could pick up, and that highly skilled rangers could pick up easily.
Your tracking spell suggestion sounds awesome though.

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Also, the old pf1 stand bys of “Gravity Bow” and “Heavy Blades” should be focus spells.
I disagree whole-heartedly, those two spells alone account for so much abuse I'm surprised they haven't been banned from PFS. They were great spells yes, but they were TOO GOOD.
It seems that PF2 is moving away from granting a ton of changes based on Size Category of a PC, NPC, or gear and I'm glad for it. As it stood these two spells alone were Staples because they were easily one of the best Buff Spells in the game just behind Haste and Blood Money.
Something to the effect of granting bonus damage to a given weapon equal to your Prof Modifier in the Weapon however might be pretty balanced but changing the Die rolled is a BAD BAD idea for ANY mechanic for PF2, the math will get destroyed in .00124s as soon as paizo lets this happen just as it has before.

MaxAstro |

I think this is a good start if Paizo is going to go powers. As I've mentioned before, if Paizo wants to make us "buy" them, then juxtapose them to other things that are not essential or critical for the Ranger in game play. Make it really be an "extra" benefit, not my tree in the form of firewood..
I actually agree with you here. Although "non-critical" needs to not mean "weak" - in other words, the other class feats competing with focus spells need to be just as good as focus spells, so that focus spells aren't the obvious "always" choice.
It seems like overall the mark Paizo is trying to hit is "class feats refine your class, none of them are required for your class to function". They haven't hit that, yet, but they seem to be aiming for it and I fully support that.

N N 959 |
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AnimatedPaper wrote:Also, the old pf1 stand bys of “Gravity Bow” and “Heavy Blades” should be focus spells.I disagree whole-heartedly, those two spells alone account for so much abuse I'm surprised they haven't been banned from PFS. They were great spells yes, but they were TOO GOOD
As someone who uses these spells routinely, I couldn't disagree more. It's been stated by numerous posters that those spells are, in fact, a net loss in damage, and advise people not to use them. This results from the action economy and the expected loss in damage when you have to use the spell instead of attacking. Like the first version of Hunt Target, you can do that math and you'll find that there is a break even point for using the spells and that break even points is frequently not reached in nominal combat. What's more, doing damage earlier in the round has an asymmetric benefit if you defeat the monsters before they can attack. So even if you might do more damage later, if you do enough damage to defeat them earlier, you avoid any reprisals. Using Gravity Bow and Lead Blades delays the damage output, unless you can cast them prior to initiative. As you level, the more damage you do from bonuses, the less value you get from the spell.
In addition, these are spells, they aren't limitless. Ignoring Wisdom bonuses and Pearls of Power, Yyou get one 1st level spell up until level 9 and max out at 4 by level 17. Those spell come at an opportunity cost and compete with Resist Energy (which is blocking 30 points of damage from each attack by lvl 14).
Even if you get these spells on wands, which is what I do, you're spending resources and using up more of your action economy in managing the wands (I don't drop wands in combat because that's just asking the GM to steal them).
IMO, those spells provide a Ranger with jus the situational boost that can keep the class relevant in combat. Even with those spells, I'm not getting anything close to the sustained damage output of a THF barbarian or a Musket Master/Zen Archer. Paizo also nerfed ranged damage, so if Rangers are going to be running around with shortbow, they are going to need something to help them step it up on occasion.
Perhaps the biggest reason Paizo needs to include them (or their P2 equivalents) is the tactical impact it has on the Ranger class. Spells like GB/LB add to the tactical complexity and reward for good decision making. Choosing to use those spells isn't automatic, especially if initiative has already been rolled. But, those spells reward me for paying attention and looking for upcoming signs of battle. They contribute to the idea that if the Ranger scouts out the situation, he or she is more effective in battle. Little things can make a substantive difference in how a class plays.
Now, those spells might be too good for some other class or for someone who can multiclass to get access to that spell through a wand, but in nominal game play, I can't agree that they are too good for a Ranger. My THF Barbarian through levels 1-4 often felt too good, but never my Rangers.

PossibleCabbage |
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AnimatedPaper wrote:Also, the old pf1 stand bys of “Gravity Bow” and “Heavy Blades” should be focus spells.I disagree whole-heartedly, those two spells alone account for so much abuse I'm surprised they haven't been banned from PFS. They were great spells yes, but they were TOO GOOD.
If we keep the PF2 rule where you can never increase the size of a weapon's damage dice twice (Page 91, in a sidebar) then I think we will have prevented any abuse from lead blades and gravity bow. So it would be fine as a focus spell.

N N 959 |
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I actually agree with you here. Although "non-critical" needs to not mean "weak" - in other words, the other class feats competing with focus spells need to be just as good as focus spells, so that focus spells aren't the obvious "always" choice.
when I say "not essential" I am referring to things on both the narrative and mechanical level. One of the things I most dislike about the PF2 approach is that I am making orthogonal choices. It's a choice between my Companion helping me flank, or my ability to hide, or my ability to identify monsters. I woudl rather all the choices be variation on the specific thing, like how I hide, or in what circumstances hiding is most useful. Or the ways in which I gain additional benefits from my companion. In P1, I'm not choosing between having a combat style and having a companion, which is what PF2 feels like for the Ranger.
It seems like overall the mark Paizo is trying to hit is "class feats refine your class, none of them are required for your class to function". They haven't hit that, yet, but they seem to be aiming for it and I fully support that.
I wish it felt like refining to me, instead, the choices do not feel like "refining" but much more like defining. Making everything optional means you get a class that has no identity and has little chance of being effective. As I believe MerlinCross observed, it's hard to balance a class where half the characters do X and the other half do Y.
What I find telling in the last thread is that every time I compared PF2 Ranger to the Slayer, people showed up and said, "no," the P1 Slayer was a good class and the P2 Ranger is not. Why is that? It's because the Slayer had a cohesive design. Paizo took one aspect of the Ranger concept, and focused on that and built a class around a singular concept. Making a class that has no cohesive concept dooms it to failure. Paizo needs to pick something and build the class to do that and not be obsessed with making the class all things to all people. If the "Hunter'" (not the PF1 version) is what they want, fine. I'm not going to play it, but then strip it down to the Hunter and go with that. If Paizo wants to make a history consistent Ranger, then make the Ranger and stop trying to appeal to every variant anyone throws out. Trying to make a class that can straddle the P1 Slayer, Ranger, Hunter, means its going to suck at all three. Tight math is only going to make it worse.

nick1wasd |
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I feel like an interesting idea for a Focus power is an "Enhance Senses" ability that gives you, say, blind-sense (hearing). Or something that lets you "see" the enemy you're tracking (Like Thunderbird in The Gifted, if he touches someone's footprint, he can see what they look like, up to and including clothing) that really plays up the "I will look for you, I will find you, and I will kill you." thing that Rangers are meant to have. Another idea is to have one based on the other two Paths, like you could have a "Frenzy Attack" for the Flurry Path that gives you two swings per action for the turn. And Precision, you have a 3 action attack that just LAYS INTO the poor sod that you're trying to kill, and maybe double/triple procs weakness, or CAUSES weaknesses. That's a fun idea, inflicting weakness so that they die easier, that's a thing that would make sense in world (maybe hawk off a chunk of hide and leave a big soft spot for you and your buddies to wail on). Just the mutterings of a 20-something on break at work :P

oholoko |

Increasing damage die is already in PF2. There’s a level 4 fighter feat that allows it to be done at will under certain circumstances, as well as Titan Mauler. I’m not advocating simply copying the spells as is into PF2, but some (less powerful) form of the spells seem appropriate.
Wait Titan mauler increases damage die? I thought it just doubled rage damage... And yeah gravity bow was part of a bigger problem where increasing your damage grows in a weird way that seems non-linear.

MaxAstro |
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Now I'm gonna fundamentally disagree, N N, and I think it just comes down to a preference thing. "Here is the basic shell of a class, now define how it applies to your character" is exactly what I want from PF2e. It's basically what PF1e provided with the archetype system. I want to use classes to build characters, not fit characters to classes.
I want spells to be both optional and meaningful, and for that to happen the other options you can replace them with have to be just as meaningful.

AnimatedPaper |

Wait Titan mauler increases damage die? I thought it just doubled rage damage... And yeah gravity bow was part of a bigger problem where increasing your damage grows in a weird way that seems non-linear.
Actually you’re right, it doesn’t. It lets USE a weapon for a large character (with some disadvantages), not merely damage as if it’s bigger.
But as PossibleCabbage points out, the hard limit on how much you can increase the damage dice might help keep things from getting out of control, while allowing interesting flavor.

N N 959 |
Now I'm gonna fundamentally disagree, N N, and I think it just comes down to a preference thing. "Here is the basic shell of a class, now define how it applies to your character" is exactly what I want from PF2e. It's basically what PF1e provided with the archetype system. I want to use classes to build characters, not fit characters to classes.
Yes, we want different things out of the game. I'm motivated to play based on the class, it's narrative/lore and the how well the tools it's been given are able to influence the game. I like "refining" a class and I like having options that help "refine" it. But that doesn't feel like what I'm doing in PF2, by a longshot. If I have to pick the right feats to make the class feel like something cohesive, how is that going to work out for new players?
I want spells to be both optional and meaningful, and for that to happen the other options you can replace them with have to be just as meaningful.
I agree that the other choices have to be meaningful, but if you feel that spells aren't needed to effectuate the class concept, then neither should anything that is juxtaposed e.g. snares. Telling me I have to choose between magic and a companion is going to be a non-starter for me.
While I abhorred the PF1 implementation, I didn't mind a slow and steady progression. I don't need magic at level 1 and I don't want it to overwhelm or dominate the class, it should represent a tool in a tool box. Waiting a couple of levels is fine and fits the historical narrative, just don't make us pick ONE use for an entire day, at the start of the day. That's what WotC did wrong and Paizo doesn't have any obligation to that approach.
But, spells meant more than just the spells you got, having a spell list opened up wands and scrolls. Do monks get access to wands and scrolls?

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Large weapons no longer increase damage dice.
A spell could do so, but it's probably a bad call. A better idea, if you want a damage-boost spell, is either a flat bonus or an extra damage die (ie: a bonus d8 on a longsword). Either would have similar effects without getting weird if used on, say, a d12 weapon.

oholoko |

Deadmanwalking wrote:Large weapons no longer increase damage dice.
A spell could do so, but it's probably a bad call.
Why is that?
Well problem with it isn't one spell increasing damage dice... I don't think anyone sees a problem with that, problem is if they open the floodgates and start pouring damage increases...

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Deadmanwalking wrote:Large weapons no longer increase damage dice.
A spell could do so, but it's probably a bad call.
Why is that?
It's a pure math/mechanics thing. It interacts oddly with d12 weapons, and is only an average of +1 damage per die, which makes it very much not worth it (as a spell) at low levels, and only debatably worth it in the mid levels.
An extra damage die or flat bonus is more equally applicable across levels and lacks the weird interactions. At the moment the only way to use a higher damage die (as opposed to other bonuses) is to wield a weapon two-handed that doesn't necessarily require it (normally something like a bastard sword, though there's a niche Fighter Feat that lets you do it with any one-handed weapon). Changing that seems completely unnecessary to achieve what people seem to want (ie: increased damage) and is really weird and inelegant in this system.

N N 959 |
Sorry, I meant why not do it "as a spell" as opposed to some other mechanic. One of the main advantages of spells(aside from having a spell list) vs anything feat/focus-like is that spells are, in general, more easily swapped. I could see Rangers using a system like bards where they can cast any spell they know and learn/swap out different spells each level. Spells are also one of the more leveraged design spaces and the least constrained by "unwritten" rules. There's almost no limit to what spells are allowed to do outside of damage.
So while I can understand the entire Primal list isn't necessarily ideal for the Ranger, not using spells has other longterm drawbacks.
As far as the actual damage benefit, that's not something I expect to work out in the thread.

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My point in that post was entirely about the damage and the way it worked, with having anything give it being a bad idea, plus the idea that you can theoretically add any mechanic as a spell (ie: 'You can do this as a spell, because you can do anything as a spell, but doing this specific thing is a bad idea').

Malk_Content |
I agree that the other choices have to be meaningful, but if you feel that spells aren't needed to effectuate the class concept, then neither should anything that is juxtaposed e.g. snares. Telling me I have to choose between magic and a companion is going to be a non-starter for me.
Thats the cool thing about PF2. You aren't choosing between spells and a companion. Well maybe at level 2 you are, but you got neither Companion nor Spells until 4th level (so over 20% of rangers buck your idea of defining class features as most games are played from lvl 1 and don't get past 10.) But over the course of a character's lifetime you can absolutely have both (if other class structures are the precedent.) Now can you have absolutely best spell casting AND absolutely best animal companion, probably not.
Although you hate the idea of using multiclassing understand that I'm only using it here as a worst case this is what it could cost to have spellcasting.
At level 1 you can have a companion. Bam better than PF1. At level 2 you can get Cantrips of any spell list, better than PF1. At level 4 ypu can get an actual spell slot (that scales up to level 8.) So in this worst case scenario we've got a Ranger at level 4 who has a companion and spellcasting as good as (or better depending on the stats you might not actually be able to cast a spell until 5 in PF1) the lvl 4 PF1 Ranger. This is before Paizo have even tried to give you a way to do it in class, which I'm betting will be a class path that gives some feats for free and buffs but doesn't lock out other feats ala the druid.

N N 959 |
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Thats the cool thing about PF2. You aren't choosing between spells and a companion.
As PF2 isn't officially out, we don't know yet.
, but you got neither Companion nor Spells until 4th level (so over 20% of rangers buck your idea of defining class features as most games are played from lvl 1 and don't get past 10.)
I don't really want to get into this...again, but it doesn't "buck" my idea at all. My statement is about the holistic concept of the class. Guess what, in about 16 levels, over two characters, of playing a pure Ranger in PFS I can count the number of times I've been asked to "track" (get to apply the Track feat bonus to the Survival check) something, on one hand. That's 48 scenarios of playing a Ranger and I can only think of one scenario that I've used Survival to track something as a function of the scenario. It was in level 9 mission and the DC was....15. But I challenge you to find anyone who says Tracking isn't a core concept of the class. Sure, I've tried to use the skill, but GMs don't want to give it any functional value. Paizo even nerfed tracking when they issued an errata that removed the ability to identify creatures from tracks. Yet, I challenge anyone to say tracking isn't a part of the class concept.
A class is a mix of concepts and ideas and the implementation of those ideas. The importance of any of those specific ideas depends on the individual. But the more specific the vision, the easier it is for designers to make it cohesive. If the designers can't agree on what things should be in everyone's tool bag, it's going to be a lot harder for them to make something that works in the context of game play. A perfect example is the Hunter's Bond in PF1. WotC gave people a choice, and I would love to hear an argument that the teammate bond is comparable to the animal companion bond. Maybe if you didn't have Boon Companion, they'd be closer, but there is no Boon Companion counterpart for the teammate bonus that I've seen anyone use. So one feat in splat book made the Companion viable for combat, but they never went back did the same for the teammate side.
This is what happens when you have a bunch of orthogonal choices. Future books can't balance all the choices. Some choices get supported and others don't.
But over the course of a character's lifetime you can absolutely have both (if other class structures are the precedent.) Now can you have absolutely best spell casting AND absolutely best animal companion, probably not.
In PF1, one didn't directly affect the other. I hope they keep it that way in PF2.
Although you hate the idea of using multiclassing understand that I'm only using it here as a worst case this is what it could cost to have spellcasting.
I don't "hate" multi-classing, I just don't enjoy it. I've never multi-classed any of my characters, ever. I don't even enjoy archetypes, my only one is an Empiricist and that's because Poison Use is so godawful in PF1. But my enjoyment aside, if Paizo is going to build a version 2.0 of a class-based RPG, shouldn't the classes work without multi-classing? Shouldn't a Fighter, Druid, Monk, Paladin, Cleric, Wizard, Sorcerer, all feel and play like those classes without having to multi-class? Maybe they all do for some people. I don't feel the Ranger does, but maybe I'm the only one who feels that way.
At level 1 you can have a companion. Bam better than PF1.
Yeah, that isn't really a concern for me. I am not judging the Ranger based on when I get my companion, I'm judging it on how viable the companion is and what I have to invest in that decision compared to previous Rangers. I'm looking at how Paizo expects me to use that class ability and how more or less restricted I feel in its application. Am I doing the same things I did before or does it feel like a completely different mechanic? Do I prefer the change, or not?
At level 2 you can get Cantrips of any spell list, better than PF1. At level 4 ypu can get an actual spell slot (that scales up to level 8.) So in this worst case scenario we've got a Ranger at level 4 who has a companion and spellcasting as good as (or better depending on the stats you might not actually be able to cast a spell until 5 in PF1) the lvl 4 PF1 Ranger. This is before Paizo have even tried to give you a way to do it in class, which I'm betting will be a class path that gives some feats for free and buffs but doesn't lock out other feats ala the druid.
Whatever Paizo does, I am sure some people will feel a Ranger/Druid build is what they want to play. That's great. If the Ranger in PF2, doesn't elicit the same emotions/experience I had in PF1, then PF2 isn't the game for me. It's not the end of the world. Maybe Paizo's decisions with regard to the class will increase the popularity of the Ranger and PF2 will be wildly successful.
I got accused of ignoring posts in the last thread, thus I am responding to this. But I don't think it's necessarily on topic. So I'd rather focus on reclaiming what spells provided in PF1 rather than rehash the definition of a Ranger.
EDIT: I just remembered another level 6 scenario my Ranger got to track something.

Chance Wyvernspur |

Quote:Although you hate the idea of using multiclassing understand that I'm only using it here as a worst case this is what it could cost to have spellcasting.I don't "hate" multi-classing, I just don't enjoy it. I've never multi-classed any of my characters, ever.
I multi-class a lot in pursuit of different conceptions and I'm very close to N N 959's opinion of the Ranger. He's got a good view of things. (I have even multi-classed Ranger with Druid in the past.)
Multi-classing a PF2 Ranger into Druid just to get spells isn't a perfect solution. Ranger spells weren't druid spells. There was some overlap, but they weren't the same list. The classes are more different than that.
One saving grace to PF2 is you can now make a Druid that I like. You have to use the Sorcerer class, but you can again (finally) have a druid that neither has a pet nor the ability to turn into an animal.

Malk_Content |
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One saving grace to PF2 is you can now make a Druid that I like. You have to use the Sorcerer class, but you can again (finally) have a druid that neither has a pet nor the ability to turn into an animal.
Why do you need to be a Sorc to that? Isn't that just a Storm druid who opts not to take any companion or wild shape feats?

Captain Morgan |
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Multi-classing a PF2 Ranger into Druid just to get spells isn't a perfect solution. Ranger spells weren't druid spells. There was some overlap, but they weren't the same list. The classes are more different than that.
This is true, but I'm not really sure its relevant.The druid and bard have both had so many changes to their spell list that if you applied the same level of scrutiny I don't know that druid spells would be considered druid spells anymore. The few spells that really set the Ranger list apart (Gravity Bow, Instant Enemy) from the druid list are gone, but then again so are cleric staples like Divine Favor or Blessing of Fervor.
Those few old Ranger chestnuts that seem unlikely to make their way onto the Primal list seem pretty ripe to become Focus Spells, as well. So I think we will get those toys back pretty quick, even if they are missing from the playtest.

oholoko |

Chance Wyvernspur wrote:
Multi-classing a PF2 Ranger into Druid just to get spells isn't a perfect solution. Ranger spells weren't druid spells. There was some overlap, but they weren't the same list. The classes are more different than that.
This is true, but I'm not really sure its relevant.The druid and bard have both had so many changes to their spell list that if you applied the same level of scrutiny I don't know that druid spells would be considered druid spells anymore. The few spells that really set the Ranger list apart (Gravity Bow, Instant Enemy) from the druid list are gone, but then again so are cleric staples like Divine Favor or Blessing of Fervor.
Those few old Ranger chestnuts that seem unlikely to make their way onto the Primal list seem pretty ripe to become Focus Spells, as well. So I think we will get those toys back pretty quick, even if they are missing from the playtest.
Divine power is gone too isn't it? I loved that spell, but i guess it was a bit stupid having a cleric out of nonwhere becoming a 'full BAB' class and getting hitpoints as a paladin...

Captain Morgan |

Captain Morgan wrote:Divine power is gone too isn't it? I loved that spell, but i guess it was a bit stupid having a cleric out of nonwhere becoming a 'full BAB' class and getting hitpoints as a paladin...Chance Wyvernspur wrote:
Multi-classing a PF2 Ranger into Druid just to get spells isn't a perfect solution. Ranger spells weren't druid spells. There was some overlap, but they weren't the same list. The classes are more different than that.
This is true, but I'm not really sure its relevant.The druid and bard have both had so many changes to their spell list that if you applied the same level of scrutiny I don't know that druid spells would be considered druid spells anymore. The few spells that really set the Ranger list apart (Gravity Bow, Instant Enemy) from the druid list are gone, but then again so are cleric staples like Divine Favor or Blessing of Fervor.
Those few old Ranger chestnuts that seem unlikely to make their way onto the Primal list seem pretty ripe to become Focus Spells, as well. So I think we will get those toys back pretty quick, even if they are missing from the playtest.
Eh, I'm trying to not to touch the merit of individual omissions, because A) limited content of the playtest and B) it seems unreasonable to expect there not to be some changes in a new edition. My point was more that "Ranger spells were X, Druid Spells were Y," isn't entirely relevant when druid spells are no longer Y.
Also, some cursory googling reveals the Ranger had less than a dozen unique spells in 2013. I'm sure that's grown a little bit, but that's a pretty small amount separating it from the druid spell list in the first place.

Tectorman |
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Chance Wyvernspur wrote:One saving grace to PF2 is you can now make a Druid that I like. You have to use the Sorcerer class, but you can again (finally) have a druid that neither has a pet nor the ability to turn into an animal.
Why do you need to be a Sorc to that? Isn't that just a Storm druid who opts not to take any companion or wild shape feats?
Not speaking for Chance Wyvernspur, but Sorc gives you two major things that Storm Druid doesn't. One, the Druid is stuck with Vancian casting. Two, the Druid is stuck with all that Anathema stuff.

oholoko |

Eh, I'm trying to not to touch the merit of individual omissions, because A) limited content of the playtest and B) it seems unreasonable to expect there not to be some changes in a new edition. My point was more that "Ranger spells were X, Druid Spells were Y," isn't entirely relevant when druid spells are no longer Y.
Also, some cursory googling reveals the Ranger had less than a dozen unique spells in 2013. I'm sure that's grown a little bit, but that's a pretty small amount separating it from the druid spell list in the first place.
Oh don't worry i was mostly mopping over losing my kinda of favorite spell from 3.5. But yes i got convinced by the the thread about essences that more spell-lists actually make the game worse by making some popular classes get more of them.
I actually do think powers are good solutions for things like gravity bow.
oholoko |

Captain Morgan wrote:This is true, but I'm not really sure its relevant.I think the point is that whatever the Druid spell list is now, it doesn't really work for the Ranger.
Could you give a few examples of CRB spells that work for the ranger? That would make it easier for me to see what a ranger spell-list that works for the ranger looks like...

N N 959 |
Could you give a few examples of CRB spells that work for the ranger? That would make it easier for me to see what a ranger spell-list that works for the ranger looks like...
For me, it's about spells that don't really fit. This is going to be partly subjective, but I base it on things spells that seem to encroach on the Druid's support roll or spells that seem too much like straight manipulation of the Weave and less like someone who is simply tapping into Nature. Again, subjective.
1st level
Burning hands
Charm
Fear
Goblin pox
Grease
Shillelagh
Shocking grasp
Spider sting
Ventriloquism (if this were limited to animal sounds, that would fit a Ranger)
So slightly more than 1/3 of the spells.
2nd level
Darkness (though I could see this making more sense for evil Rangers)
Deafness
Enlarge
Faerie fire
Flaming sphere
Glitterdust
Humanoid form
Pest form
Phantom Steed
Remove fear
Remove paralysis
Shrink
Tree Shape (feels like Druid encroachment here)
Web
So again, slightly more than 1/3 of the spells.