I’ve been stewing over this for a couple days. The Ranger I designed felt overly complex for all that I put into it, and in spite of attempts to simplify companion rules.

Here’s version 2 of the Ranger (now more playable than before!):
Essentials Dungeons & Dragons GW Ranger Class (v0.2)

Dexterity has a lot of power in Third and Fourth Edition Dungeons & Dragons. There’s initiative checks, ranged attacks, Armor Class and Reflex saves/defense, among other things. There’s a complex relationship between Dexterity and various derived traits.

For all of that, I didn’t see a way that I could make Constitution work as a replacement for Dexterity unless the entire class was built around it — and that really isn’t what I wanted. I’m looking for “a better archer warlord,” which is how I got here.

In addition to swapping Dexterity for Constitution, I gave up on trying to make some of the more complex Beast-keyword powers work and settled for a class feature to help round out some similar features I’ve designed for the other Guild Wars classes.

Beast Mastery now works similarly to the Second Wind/Total Defense features, in that it enables the Ranger to move his Beast Companion whenever he uses a Move action for to walk, run, or shift. This closely mirrors the “core” methods of moving a beast companion, but here the companion is integrated into the class itself.

This, as opposed to having the rules detailing the actions and movement of the beast companion on a different page, unrelated to the character class itself — I’m looking at you Martial Power 2. The player has fewer page-lookups to play their character.

Finally, I changed the damage bonus from flanking with the beast to enemies adjacent to the beast. This should make up for the loss of the ally-moving power and help cement the beast companion more firmly into the class’s chassis. You still have the positioning stunts as a core concept to playing a Ranger, and it’s simpler than before.

Hopefully I’ll have a design for the Mesmer up today or tomorrow.