Indeed altering blade thirst and bane of enemies as Terrorble mentioned are an easy way to go to boot rangers. We did this a while back on our world too with a degree of sucess.
Nice!
I got interested in the success of your game. '>
Plus all this talk about the need for this b/c of this class or that class... sorry but it's all very subjective according to the world you are playing in. And I am not just talking low or high magic. NWN allows for so many customizations beyond that, the magic level is only one part of the picture. So to debate the worth of a PW owner's inquiry for a change is pretty moot if you don't know their world that is being developed. Just my opinion...
It's part of the beauty of NWN. It was never balanced to begin with, and once modules start modifying, it only becomes more of a continuing endevor. I give whitetiger props for trying to take on a percieved need of his/her world.
True. just that!
We use almost all standard configurations to let the game dynamic. I do not feel the ranger is in place on this issue, that explains why I started this thread.
I already have some ideas for what to do with rangers now. May be that an unnatural modification is not necessary (like increasing skill points). I do not usually use this type of modification in the module, except to boost enemy creatures. I turn up AC, HP, abilitys, skills, damage, feats etc., all sparingly to keep the game difficulty.
Some worlds have too many changes and this makes the game confusing.
For now (ideas I like):
- placing new strong animals (up to level 15)
very natural, animals with power up to lvl 15
- crafting animal skins
I do not know how I will do this, but I'll try
- special items given by reward for rangers
unique plot for rangers (I'm doing this for other classes also. thats really good)