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<blockquote data-quote="Crazy Jerome" data-source="post: 5826887" data-attributes="member: 54877"><p>Core functionality as it has been (roughly, with some exceptions due to how combat works in D&D):</p><p> </p><p>Fighter-- arms</p><p>Cleric - divine magic</p><p>Wizard - arcane magic</p><p>Rogue - skirmish&skills</p><p> </p><p>Useful, common hybrids:</p><p> </p><p>Ranger - arms/skirmish&skills, arms/nature or other such mixes</p><p>Paladin - arms/divine</p><p>Bard - arcane/skimish&skills, occasionally with a dollop of arms</p><p>Druid - arms/nature/divine or sometimes nature/divine/skills</p><p>Barbarian - arms/nature or arms/skills</p><p> </p><p>Noticably absent as core, but popular concepts:</p><p> </p><p>"Gish" hybrid - arms/arcane</p><p>Mundane skilled warrior - arms/skirmish&skills</p><p> </p><p>Also missing to complete the six core hybrids that you get from any two possible mixes, but not terribly popular:</p><p> </p><p>"Wild Lurker" - divine/skirmish&skills or nature/skirmish&skills <em>without</em> heavy arms built in. (I.e. a rogue/cleric hybrid.)</p><p> </p><p>As you can see, the ranger is the most disparate and dissolute class remaining over the editions, with the bard running a close second. As the bard has moved more and more to fill the rogue/wizard hybrid, it has suffered less issues. </p><p> </p><p>The ranger is also hurt conceptually in that the boundaries between nature/primal/divine are fuzzy. One non-intutive way to help the ranger out a lot would be to expand the core functionality classes a bit, and thus go from 4 straight classes and 6 hybrids, to 5 straight classes and 10 hybrids. If everyone gets appropriate skills, even better:</p><p> </p><p>Straight - fighter (arms), rogue (skirmish), wizard (arcane magic), cleric (divine magic--literally channelled from the gods), druid (nature magic). </p><p> </p><p>Then out of the possible candidates for the ranger hybrid, pick one: arms/skirmish, arms/nature magic, or skirmish/nature magic.</p><p> </p><p>Of course, there are other ways you could divide this up too. But however it is divided up, there is too much concentration around "different ways to fight and have some skills and/or nature-related abilities"--not least because so many of the nature abilities are mechanically divine magic.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5826887, member: 54877"] Core functionality as it has been (roughly, with some exceptions due to how combat works in D&D): Fighter-- arms Cleric - divine magic Wizard - arcane magic Rogue - skirmish&skills Useful, common hybrids: Ranger - arms/skirmish&skills, arms/nature or other such mixes Paladin - arms/divine Bard - arcane/skimish&skills, occasionally with a dollop of arms Druid - arms/nature/divine or sometimes nature/divine/skills Barbarian - arms/nature or arms/skills Noticably absent as core, but popular concepts: "Gish" hybrid - arms/arcane Mundane skilled warrior - arms/skirmish&skills Also missing to complete the six core hybrids that you get from any two possible mixes, but not terribly popular: "Wild Lurker" - divine/skirmish&skills or nature/skirmish&skills [I]without[/I] heavy arms built in. (I.e. a rogue/cleric hybrid.) As you can see, the ranger is the most disparate and dissolute class remaining over the editions, with the bard running a close second. As the bard has moved more and more to fill the rogue/wizard hybrid, it has suffered less issues. The ranger is also hurt conceptually in that the boundaries between nature/primal/divine are fuzzy. One non-intutive way to help the ranger out a lot would be to expand the core functionality classes a bit, and thus go from 4 straight classes and 6 hybrids, to 5 straight classes and 10 hybrids. If everyone gets appropriate skills, even better: Straight - fighter (arms), rogue (skirmish), wizard (arcane magic), cleric (divine magic--literally channelled from the gods), druid (nature magic). Then out of the possible candidates for the ranger hybrid, pick one: arms/skirmish, arms/nature magic, or skirmish/nature magic. Of course, there are other ways you could divide this up too. But however it is divided up, there is too much concentration around "different ways to fight and have some skills and/or nature-related abilities"--not least because so many of the nature abilities are mechanically divine magic. [/QUOTE]
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