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The Dual Wielding Ranger: How Aragorn, Drizzt, and Dual-Wielding Led to the Ranger's Loss of Identity
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8258323" data-attributes="member: 82106"><p>All of the big 4 are pretty solid basic archetypes. You have the fighter, the mystery worker (cleric), master of arcane knowledge (wizard), and the trickster (thief). They are all pretty solid and attested over the whole range of legends, myths, and literature. I thought 2e's approach was pretty coherent here, all classes are sub-classes of Warrior, Rogue, Wizard, or Priest 'super classes'. Within each of these archetypes you could potentially implement a whole range of more specific character types. You can definitely argue which of these are 'needed' and which are more superfluous, but it isn't necessary that each and every one be entirely unique. They can overlap a bit here and there. Later 2e introduced kits, which was the start of what is now WotC pattern D&D, classes plus added 'modules' that may or may not be class-specific or super-class specific in different cases.</p><p></p><p>Of course WotC D&D also did away with the idea of the super-classes. I think that was mainly a mechanical thing, there is just nothing that NEEDS to be put there specifically. When I designed my own 4e-like game I considered the creation of 'archetypes' as super-classes, but it just didn't add that much. It was more confusing and complicated vs useful.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8258323, member: 82106"] All of the big 4 are pretty solid basic archetypes. You have the fighter, the mystery worker (cleric), master of arcane knowledge (wizard), and the trickster (thief). They are all pretty solid and attested over the whole range of legends, myths, and literature. I thought 2e's approach was pretty coherent here, all classes are sub-classes of Warrior, Rogue, Wizard, or Priest 'super classes'. Within each of these archetypes you could potentially implement a whole range of more specific character types. You can definitely argue which of these are 'needed' and which are more superfluous, but it isn't necessary that each and every one be entirely unique. They can overlap a bit here and there. Later 2e introduced kits, which was the start of what is now WotC pattern D&D, classes plus added 'modules' that may or may not be class-specific or super-class specific in different cases. Of course WotC D&D also did away with the idea of the super-classes. I think that was mainly a mechanical thing, there is just nothing that NEEDS to be put there specifically. When I designed my own 4e-like game I considered the creation of 'archetypes' as super-classes, but it just didn't add that much. It was more confusing and complicated vs useful. [/QUOTE]
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The Dual Wielding Ranger: How Aragorn, Drizzt, and Dual-Wielding Led to the Ranger's Loss of Identity
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