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Fix the revised ranger in four easy steps
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<blockquote data-quote="woodelf" data-source="post: 928020" data-attributes="member: 10201"><p>Rangers:</p><p>OD&D: see 1e, below.</p><p></p><p>1e was a pre-industrial commando--more green beret than anything else. Their relationship to the land was that of a hunter: it is either environment or obstacle, not home. In fact, they didn't really get wilderness survival skills except in a Dragon magazine article. I'm trying to remember for certain, but i believe that TWF was one of the options introduced with UA (which added a bunch of weapon restrictions to rangers).</p><p></p><p>2e saw the introduction of the treehuggingbunnyf---ers (to quote my friend). It's here that the whole "friend of nature" thing was introduced. MU spells were dropped, and the animal friend abilities added. If it wasn't in UA, 2nd ed gave us the TWF thing. The reason this change disappointed me wasn't because i didn't think it was a cool archetype--i do--it's that the 2e ranger was roughly equivalent to the 1e druid/ranger. 'cept in 2e there wasn't any equivalent of the 1e ranger. So we had a net loss of one cool archetype. Not to mention the loss of what was formerly expressed via the ranger/thief.</p><p></p><p>3E is pretty much the same beast as 2e in concept, just maybe cleaned up a little in execution.</p><p></p><p>No opinion on 3.5E--i'll wait 'til i've actually read it.</p><p></p><p>My preference? Go for the wilderness/stealth skills. If you want more fighting prowess, multiclass with fighter. If you want one-with-nature abilities, multiclass with druid. If you want spellslinging, multiclass with sorcerer or wizard (or bard). If i had to pick a specific implementation, i'd go with the version of ranger the Dark Sun folks have come up with, over at <athas.org>--best version of ranger i've seen.</p><p></p><p>-----</p><p>Bards:</p><p>OD&D: don't remember. i think they appeared in the Companion rules, but i'm not sure.</p><p></p><p>1e: i'll come back to this one</p><p></p><p>Dragon mag: turned them into their own class, based around musical & knowledge abilities with a smattering of fighting, stealth, and spellcasting. Still my favorite.</p><p></p><p>2e: Pretty much took the alternate found in Dragon and tweaked it a bit. The addition of the NWP system really made the jack-of-all-trades element shine for bards. Broadened from music to performance in general, but downplayed the loremaster element.</p><p></p><p>3E: Not so much jack-of-all-trades or dabblers as backup spellcasters. First time an arcane spellcaster got healing spells--not sure if i like it.</p><p></p><p>3.5E: again, i'll wait 'til i actually see it. Sounds like it's an improvement, but still not my thing.</p><p></p><p>Now, for the smartaleks who want 1e bards in 3E:</p><p>The key thing to remember about 1e bards is that they were almost impossible to make, and way overpowered once you got there. So, with that in mind, we'll make them a prestige class. </p><p>Requirements: BAB +10, Evasion, Uncanny Dodge, Sneak Attack +3d6, Perform total bonus +16, alignment part-neutral, has permission of druids to join bardic college.</p><p></p><p>They had a combination of moderate fighter and thief abilities with pretty decent druidic abilities, plus all the bard music stuff, so:</p><p>Stats: </p><p>--medium BAB</p><p>--good Fort/Ref/Will.</p><p>--6 skillpoints/level, (standard) bard skilllist</p><p>--d6 HD</p><p></p><p>Spellcasting: </p><p>--spells/day as a druid of same level</p><p>--caster level equals bard level</p><p>--combined druid and (standard) bard spelllists</p><p>--No preparation (like sorcerers), but with no extra time required, or metamagic penalties.</p><p>--all relevant checks Wis or Cha based, whichever is higher</p><p>--all spells require musical performance, but no material components, and somatic components only as appropriate for the performance style (all spells become V or V,S for components); cannot take Silent or Still caster feats</p><p></p><p>Other:</p><p>--add bard level to all Perform checks as competency bonus</p><p>--1st: Nature sense, animal companion, woodland stride, bardic music, bardic knowledge, bonus language, bonus hit die</p><p>2nd: Trackless step, resist nature’s lure, bonus language, bonus hit die</p><p>3rd: Wild shape (2/day), bonus language, bonus hit die</p><p>4th: Wild shape (Large, 3/day), bonus language, bonus hit die</p><p>5th: Venom immunity, Wild shape (4/day), bonus language, bonus hit die</p><p>6th: Wild shape (Tiny/dire), bonus language, bonus hit die</p><p>7th: A thousand faces, Wild shape (5/day), bonus language, bonus hit die</p><p>8th: Wild shape (Huge, elemental 1/day), timeless body, bonus language, bonus hit die</p><p>9th: Wild shape (6/day, elemental 3/day), bonus language</p><p>10th: Bonus language, Bonus hit die</p><p>Bonus hit die means an extra d6, adjusted normally for Con. The bard's total hit dice are used when calculating such things as resisting spells and healing rate, but not for calculating experience awards via CR. [IOW, use either the bard's level or HD, which ever is more favorable.]</p><p>--If a bard takes a level in a new class, or progresses further in a class other than bard, she may no longer gain bard levels.</p><p>--If a bard changes alignment so that there is no longer a neutral component, she immediately gains negative levels equal to her bard level. If her alignment has not been restored within 24hrs, it is as if the save for restoring energy-drained negative levels has been failed. Restoring her alignment within the 24hr period is equivalent to succeeding at the save.</p><p></p><p>There, i think that captures the spirit of the original bard pretty well, within the framework of the 3E PH. Is that suitably broken? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p><em>edit: hope that cleans it up--didn't mean to step across any lines</em></p></blockquote><p></p>
[QUOTE="woodelf, post: 928020, member: 10201"] Rangers: OD&D: see 1e, below. 1e was a pre-industrial commando--more green beret than anything else. Their relationship to the land was that of a hunter: it is either environment or obstacle, not home. In fact, they didn't really get wilderness survival skills except in a Dragon magazine article. I'm trying to remember for certain, but i believe that TWF was one of the options introduced with UA (which added a bunch of weapon restrictions to rangers). 2e saw the introduction of the treehuggingbunnyf---ers (to quote my friend). It's here that the whole "friend of nature" thing was introduced. MU spells were dropped, and the animal friend abilities added. If it wasn't in UA, 2nd ed gave us the TWF thing. The reason this change disappointed me wasn't because i didn't think it was a cool archetype--i do--it's that the 2e ranger was roughly equivalent to the 1e druid/ranger. 'cept in 2e there wasn't any equivalent of the 1e ranger. So we had a net loss of one cool archetype. Not to mention the loss of what was formerly expressed via the ranger/thief. 3E is pretty much the same beast as 2e in concept, just maybe cleaned up a little in execution. No opinion on 3.5E--i'll wait 'til i've actually read it. My preference? Go for the wilderness/stealth skills. If you want more fighting prowess, multiclass with fighter. If you want one-with-nature abilities, multiclass with druid. If you want spellslinging, multiclass with sorcerer or wizard (or bard). If i had to pick a specific implementation, i'd go with the version of ranger the Dark Sun folks have come up with, over at <athas.org>--best version of ranger i've seen. ----- Bards: OD&D: don't remember. i think they appeared in the Companion rules, but i'm not sure. 1e: i'll come back to this one Dragon mag: turned them into their own class, based around musical & knowledge abilities with a smattering of fighting, stealth, and spellcasting. Still my favorite. 2e: Pretty much took the alternate found in Dragon and tweaked it a bit. The addition of the NWP system really made the jack-of-all-trades element shine for bards. Broadened from music to performance in general, but downplayed the loremaster element. 3E: Not so much jack-of-all-trades or dabblers as backup spellcasters. First time an arcane spellcaster got healing spells--not sure if i like it. 3.5E: again, i'll wait 'til i actually see it. Sounds like it's an improvement, but still not my thing. Now, for the smartaleks who want 1e bards in 3E: The key thing to remember about 1e bards is that they were almost impossible to make, and way overpowered once you got there. So, with that in mind, we'll make them a prestige class. Requirements: BAB +10, Evasion, Uncanny Dodge, Sneak Attack +3d6, Perform total bonus +16, alignment part-neutral, has permission of druids to join bardic college. They had a combination of moderate fighter and thief abilities with pretty decent druidic abilities, plus all the bard music stuff, so: Stats: --medium BAB --good Fort/Ref/Will. --6 skillpoints/level, (standard) bard skilllist --d6 HD Spellcasting: --spells/day as a druid of same level --caster level equals bard level --combined druid and (standard) bard spelllists --No preparation (like sorcerers), but with no extra time required, or metamagic penalties. --all relevant checks Wis or Cha based, whichever is higher --all spells require musical performance, but no material components, and somatic components only as appropriate for the performance style (all spells become V or V,S for components); cannot take Silent or Still caster feats Other: --add bard level to all Perform checks as competency bonus --1st: Nature sense, animal companion, woodland stride, bardic music, bardic knowledge, bonus language, bonus hit die 2nd: Trackless step, resist nature’s lure, bonus language, bonus hit die 3rd: Wild shape (2/day), bonus language, bonus hit die 4th: Wild shape (Large, 3/day), bonus language, bonus hit die 5th: Venom immunity, Wild shape (4/day), bonus language, bonus hit die 6th: Wild shape (Tiny/dire), bonus language, bonus hit die 7th: A thousand faces, Wild shape (5/day), bonus language, bonus hit die 8th: Wild shape (Huge, elemental 1/day), timeless body, bonus language, bonus hit die 9th: Wild shape (6/day, elemental 3/day), bonus language 10th: Bonus language, Bonus hit die Bonus hit die means an extra d6, adjusted normally for Con. The bard's total hit dice are used when calculating such things as resisting spells and healing rate, but not for calculating experience awards via CR. [IOW, use either the bard's level or HD, which ever is more favorable.] --If a bard takes a level in a new class, or progresses further in a class other than bard, she may no longer gain bard levels. --If a bard changes alignment so that there is no longer a neutral component, she immediately gains negative levels equal to her bard level. If her alignment has not been restored within 24hrs, it is as if the save for restoring energy-drained negative levels has been failed. Restoring her alignment within the 24hr period is equivalent to succeeding at the save. There, i think that captures the spirit of the original bard pretty well, within the framework of the 3E PH. Is that suitably broken? ;) [i]edit: hope that cleans it up--didn't mean to step across any lines[/i] [/QUOTE]
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