Witness said:
Okay since you asked...
One idea I've been toying with is tying the Ranger's special abilities to the type of favored enemy they choose. So rather than getting bonus feats or some special ability that Rogues or Druids or Fighters have, they would have unique special powers that represents a supernatural empathy with a kind of creature.
Steverooo said:
From "The Ranger", page 24 of the AD&D Players Handbook: "Rangers are a sub-class of fighter who are adept at woodcraft, tracking, scouting, and infiltration and spying."
So, those knocking everything and putting in no ideas of their own: Do you think the Ranger needs no fixing? Is it fine the way it is? Are you satisfied to leave it unchanged?
I know that I feel it needs a boost, both in power and uniqueness. Zarathrustran and StalkerO seem to feel the same way, IMHO.
What are YOUR ideas? Contribute, please!...
Now, all ye nay-sayers, back to my original point: Since the pre-skill AD&D 1e days, it seems that The Powers That Be at TSR/WotC have had no clear idea of what Rangers ARE, nor what they DO. The first step in fixing them is to figure that out, no?
I have been going with the original definition. You may not like the "infiltration and spying" aspect, but it is there... Apparently you prefer to go with the "loner" concept, introduced in 2e (and promulgated by "The Complete Ranger"). The problem with that concept (and TCR book) is that loners don't adventure with parties. I reject this as a platform for a Class in an RPG because they require teamwork.
So, those knocking everything and putting in no ideas of their own: Do you think the Ranger needs no fixing? Is it fine the way it is? Are you satisfied to leave it unchanged?
I know that I feel it needs a boost, both in power and uniqueness. Zarathrustran and StalkerO seem to feel the same way, IMHO.
What are YOUR ideas? Contribute, please!...
Steverooo said:
What are YOUR ideas? Contribute, please!...
Wanderlust said:Ok, but does casting spells pigeonhole a wizard or Sorceror?
Wanderlust

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.