doctorbadwolf
Heretic of The Seventh Circle
I think this is why a core aspect of the Ranger should be the ability to calm and befriend beasts from level 1, monstrosities in tier 2, creatures native to the material plane with an int of 4 or lower in tier 3, and any creature with an int below 4 in tier 4. So like, there would be demons and such that the high level ranger can calm and turn to their side.Though there is one problem with that: What if I chose to pick a Ranger because I really want to do this wilderness adventure stuff and be good at it? But if it turns into an after-thought after a few levels... I might feel like my character's niche is irrelevant.
I don't know if there is a solution to it, because once you fight dragons and demons more or less regularly, should adventures in the wild still matter? Or is there a way to reframe the wilderness to have something relevant with tracking, foreaging and so on even at high levels?
Other things you never seem to grow out off - Fighters always have to fight. Rogues always have locks to pick and traps to disable and sneak around. Wizards always need their spells and they become even more defining at higher levels, because suddenly you might be able to fly or teleport or turn rock to mud. But the "ranging" part of the Ranger that distinguish him from the Barbarian, Fighter or Rogue seem to stop making sense.
There is other stuff we could do to make the Ranger's niche relevant when the team is fighting Demon Princes and ancient dragons, but that's a big one.