D&D 5E Rangers in 5e

Cybit

First Post
At the classes panel at Prime, it was stated that should they do rangers, (which they most likely are), they would go back to their LOTR / Aragorn roots, and not be much like the Rangers of 3/4E.
 

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tlantl

First Post
This is where I say if you want some spell casting MULTICLASS then!!! Plese make no gish base classes. Focus on developing well thought out multiclassing rules.

I can't understand why anyone would believe that the ranger or the paladin are going to be non casters.

For 3 and a half editions the ranger and the paladin were spell casting classes. This means that these classes are most likely going to continue to have some form of spell casting ability. How they do that is anyone's guess at the moment.

Personally I hope some form of arcane magic like they had so many years ago, even if it's a magic missile cantrip.

I hope they delay spell casting until fourth or fifth level though.
 

Ratinyourwalls

First Post
Just roll Rangers and Warlords into the Fighter. If you want to play the Ranger, pick Fighter, select a matching theme/background, and select the Ranger build.

Same goes for the Warlord. D&D has too many classes right now.
 

Sadrik

First Post
Just roll Rangers and Warlords into the Fighter. If you want to play the Ranger, pick Fighter, select a matching theme/background, and select the Ranger build.

Same goes for the Warlord. D&D has too many classes right now.

Conceptually I am on your page, however they cannot go backwards and opt out certain classes like the ranger. Warlord they could opt out I think without too much trouble. I think combine warlord and ranger into one class.
 

The ranger, like the paladin and bard, survives as a separate 1-20 class because it has been around so long, in so many iterations.

What makes the ranger unique? Multiple combat styles paired with wilderness lore and nature magic.

Rangers should be able to dual wield and use bows. Their powers and features should work for both. They should be able to track and hunt and set traps and the like.
Favoured enemies are also a fun mechanic.
 

Minigiant

Legend
Supporter
Just roll Rangers and Warlords into the Fighter. If you want to play the Ranger, pick Fighter, select a matching theme/background, and select the Ranger build.

Same goes for the Warlord. D&D has too many classes right now.


"Easier said than done."

Good luck trying to cover the many traditional aspects of a ranger or warlord in a single background/specialty combo.

Good luck providing groups who don't use specialties or backgrounds the opportunity to play ranger and warlords.

They gave the sorcerer a melee option and 1/2 the fans freaked, imagine if they screwed up devolving a traditional base class into 3 skill and a pair of feats.
 

What makes the ranger unique? Multiple combat styles paired with wilderness lore and nature magic.

Rangers should be able to dual wield and use bows.

Actually, dual-wielding for rangers is a rather recent development, for which we can pretty much thank our good friend Drizzt. It has virtually nothing to do with the ranger concept as such.
 

Actually, dual-wielding for rangers is a rather recent development, for which we can pretty much thank our good friend Drizzt. It has virtually nothing to do with the ranger concept as such.

By "recent" you mean 2nd Edition and 1989. For D&D that's ancient. I think it's pretty much an iconic ability now.
Drizzt and Robin Hood are the go-to examples of everything rangery, and both tend to alternate between bows and swords. Plus an animal companion.
 

Chris_Nightwing

First Post
There's a lot of people that think the Ranger and Warlord (and maybe even Paladin) ought to be rolled up into the Fighter.

I disagree. I think the Fighter needs to be more clearly labelled as the soldier. The guy who fights for a living. The Ranger fights for survival, the Warlord leads those who fight and the Paladin fights for justice. The Fighter, he just does it because he can.
 

KidSnide

Adventurer
Dealing with specialists outside their element for long periods of time without retraining is often torture for all involved. It is as bad is sneak attack rogues in very simulationist rule sets against the undead. It is rare that you can get a player to deal with being hampered for long periods of time these days. Often they slowly get less and less interested unless the DM is very skilled.

I agree that classes shouldn't have specializations that cause their effectiveness to be too narrowly tied to a specific opponent. I think the designers recognize that this was a problem with many editions of D&D, and we probably won't see the 1-3e style of favored enemy in D&DN.

That said, it was pointed out in another thread that you can get the story of a specialist without the mechanical limitations of a specialist by giving that kind of character a range of more broadly applicable abilities that happen to all work with a favored enemy or terrain. For example, a giant hunter could have abilities that work well against large creatures, abilities that work well against humanoids and maybe some extra skill at climbing. I'm not sure how that interacts with "rangers as an organization", but I do think they will move away from pure specialists.

-KS
 

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