Then we re-work Favored Enemy. Rather than just flat skill bonuses and the flat damage bonus, they could scale and possibly give a bonus to attack and maybe even AC/saves, enough so that when the party encounters the ranger's favorite enemy, the ranger can really shine. Maybe Favored Enemy even allows you to turn a monster's major ability back on itself or otherwise to your advantage-like getting a dragon to bite its own tail, or making Giant Mantises claw each other by running between them. It might be nice if you could, with reasonable certainty, coax a dragon into breathing into a group of minor baddies, and still get clear yourself.shau wrote:Narrowing down the categories seems like a good idea, but is still seems like you are going to move the game in a weird direction. With ten enemy types, you are fighting your favored enemy about one tenth of a time. Weapon specialization does 2 damage per swing, which means to keep up with a fourth level fighter you have to do an extra 20 damage every time you swing at your enemy. That's way too much.Maxus wrote:
I'd start by simplifying the list. If it were me doing it, it'd look like...
Aberration
Animal (Contains Vermin as well)
Construct
Elemental (Outsiders with elemental subtypes)
Exemplar (Ousiders with alignment subtypes)
Humanoid (Human, dwarf, elf, gnoll, gnome, halfling, goblinoid, orc, aquatic, and reptilian).
Magical Beast (Includes Dragon)
Monstrous Humanoid (Includes Fey and Giant)
Mindless Mushy Monsters (Includes Ooze and Plant)
Undead
Which leaves you with ten types.
Also, we allow the ranger to pick up some extra feats, especially those relating to his job as an outdoorsman/border patrol/protector of nature (choose whichever suits your taste), and I'm assuming we're doing a Tome Game so they give abilities people actually care about. But we're still not there yet.
The ranger could get some trapmaking/poison use/some other "tricky" abilities to give them some interesting options in battle. The Dungeonomicon Assassin's Trapmaking and Poison-synthesizing abilities sound pretty good to copy. Maybe even that herb-lore stuff that other ranger was going for...
(I like the idea of a ranger being able to 'find' the den of (read: Basically summon) some kind of terrain-appropriate creature and turn it loose on the enemies in the middle of a fight, and then run away before the creature turns its attention on the ranger and his buddies.)