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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Minimalist Paladin and Ranger rules for B/X aka Old School Essentials
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<blockquote data-quote="Gus L" data-source="post: 9600543" data-attributes="member: 7045072"><p>You've pointed out one of the big Halfling advantages - the ability to get AC 0vs. bigger humanoids without any bonuses at Level 1 - though I'm not sure being harder to hit in plate armor then a fighter but better at shooting arrows makes a lot of sense here. The AC bonus in general doesn't sit right with me as long as it encourages players to field a heavy armor wielding front line "ranger" - who I'd arm with throwing axes to do some short range missile attacks when possible? Seems more like some kind of monster hunter or soldier from the Ogre wars - a defensive heavy combatant that favors missile weapons to the fighter's versatile warrior?</p><p></p><p>The "ranger" bit of the halfling kit would be to me the hiding real good, missile bonus, better listening, and maybe the optional (In OSE) +1 to initiative. From the D&D ranger the only things that serve ranger instead of Aragorn are the tracking and the surprise benefits.</p><p></p><p></p><p>I could see a "Scout" class that has thief/cleric Attack progression (not that it matters much in B/X), +2 with missiles, and is limited to medium armor (chain) and no shield (you can't run about in the woods with a shield), no polearms, no two handed swords. Give them a hide/sneak in natural environments and a +1 to initiative, as well as a group is only Surprised on a 1 bonus. Not the best frontline fighter, but decent at lower levels for frontline combat, especially if they have a DEX bonus (also good to shoot things).</p><p></p><p>Of course the big sticking point for missile classes is how one handles firing into melee. Personally I use a flat 25% chance of hitting/injuring an ally (roll 5 or under on the attack roll do full damage to your friend - bonuses don't count - but there are some exceptions for huge opponents). This makes missile combat fairly rare in dungeons where combat usually goes to melee in the first round.</p><p></p><p>Now if we went more "WOW" ranger - I think animal companions/familiars are a tricky subject - because they can easily become a sort of fire and forget missile while your fantasy beastmaster would never want harm to come to their soul bonded special beasties. I'll save my thoughts for another day as the topic is interesting but not essential here.</p><p></p><p></p><p>Maybe not a prohibition, maybe just "never goes above first level bonus" - I would be tempted to do the same for missile specialists with melee, but that would be cruel in B/X. </p><p></p><p>A complete prohibition doesn't seem that - clerics are traditionally quite limited and only have ranged attacks with low damage hammers and slings (also have we considered how weird this is). I tend to ignore weapon limitations in favor of clerics being bad a ranged attacks and having slower HP/Atk bonus advancement to fighters - but that works best in OD&D. Certainly as written clerics should have higher leveling requirements - almost elf like?</p><p></p><p></p><p>Yeah it's a good idea in general. Another minimalist design I like is the "Barbarian" style of class (could also be Dwarf) where you get a d10/d12 as an HD and your gimmick is 2D10/2D12 HP at first level ... but are limited to light armor and a shield (or medium - whatever works with the idea behind the class). So you get hit more but can soak a lot of damage. Feels 80's swords & sorcery greased up muscle warrior to me.</p></blockquote><p></p>
[QUOTE="Gus L, post: 9600543, member: 7045072"] You've pointed out one of the big Halfling advantages - the ability to get AC 0vs. bigger humanoids without any bonuses at Level 1 - though I'm not sure being harder to hit in plate armor then a fighter but better at shooting arrows makes a lot of sense here. The AC bonus in general doesn't sit right with me as long as it encourages players to field a heavy armor wielding front line "ranger" - who I'd arm with throwing axes to do some short range missile attacks when possible? Seems more like some kind of monster hunter or soldier from the Ogre wars - a defensive heavy combatant that favors missile weapons to the fighter's versatile warrior? The "ranger" bit of the halfling kit would be to me the hiding real good, missile bonus, better listening, and maybe the optional (In OSE) +1 to initiative. From the D&D ranger the only things that serve ranger instead of Aragorn are the tracking and the surprise benefits. I could see a "Scout" class that has thief/cleric Attack progression (not that it matters much in B/X), +2 with missiles, and is limited to medium armor (chain) and no shield (you can't run about in the woods with a shield), no polearms, no two handed swords. Give them a hide/sneak in natural environments and a +1 to initiative, as well as a group is only Surprised on a 1 bonus. Not the best frontline fighter, but decent at lower levels for frontline combat, especially if they have a DEX bonus (also good to shoot things). Of course the big sticking point for missile classes is how one handles firing into melee. Personally I use a flat 25% chance of hitting/injuring an ally (roll 5 or under on the attack roll do full damage to your friend - bonuses don't count - but there are some exceptions for huge opponents). This makes missile combat fairly rare in dungeons where combat usually goes to melee in the first round. Now if we went more "WOW" ranger - I think animal companions/familiars are a tricky subject - because they can easily become a sort of fire and forget missile while your fantasy beastmaster would never want harm to come to their soul bonded special beasties. I'll save my thoughts for another day as the topic is interesting but not essential here. Maybe not a prohibition, maybe just "never goes above first level bonus" - I would be tempted to do the same for missile specialists with melee, but that would be cruel in B/X. A complete prohibition doesn't seem that - clerics are traditionally quite limited and only have ranged attacks with low damage hammers and slings (also have we considered how weird this is). I tend to ignore weapon limitations in favor of clerics being bad a ranged attacks and having slower HP/Atk bonus advancement to fighters - but that works best in OD&D. Certainly as written clerics should have higher leveling requirements - almost elf like? Yeah it's a good idea in general. Another minimalist design I like is the "Barbarian" style of class (could also be Dwarf) where you get a d10/d12 as an HD and your gimmick is 2D10/2D12 HP at first level ... but are limited to light armor and a shield (or medium - whatever works with the idea behind the class). So you get hit more but can soak a lot of damage. Feels 80's swords & sorcery greased up muscle warrior to me. [/QUOTE]
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Minimalist Paladin and Ranger rules for B/X aka Old School Essentials
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