Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Reasons to have paladins and rangers as classes
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 5940766" data-attributes="member: 2067"><p>I think it's relevant to conversations like this, because it shows the benefits of doing essentially the same thing in a few different ways. And that it isn't bad design or bad logic to do so. As long as that's true, it opens up the space of having "wilderness warrior" to many different sections of the game, and lets them all exist happily alongside each other. </p><p></p><p></p><p></p><p>Well, your question can be answered with the obvious: because different people will be attracted to that archetype in different ways. Some will want to play an elf vampire, some will want to play a vampire wizard, some will want to play an elf wizard who is also a vampire, and then folks like me will want to play a TRIPLE VAMPIRE ALL THE WAY ACROSS THE SKY. </p><p></p><p>And that might be silly (I certainly trumped up the absurdity of it when I played Kiki), but silly can be fun, too. And it certainly doesn't HAVE to be silly.</p><p></p><p> </p><p></p><p>Meh. My philosophy is that fun trumps all, so if someone really is excited about their ridiculous character concept, I'd rather embrace it than imagine my game about adults pretending to be elves is somehow SERIOUS BUSINESS. But like I said, it doesn't HAVE to be silly. A ranger with a trapper background and the tempest theme is just going to be VERY ranger-y. A fighter with the trapper background and the tempest theme is just going to be quite a bit ranger-y. A druid with the commoner background and the archer theme might render the distinction academic. There doesn't have to be just one way to make a ranger. </p><p></p><p></p><p></p><p>I basically agree, but I don't think this means that classes need to be redefined.</p><p></p><p>Again, look at the rogue. There's nothing there that can't be handled with a theme or a background. There's no NEED for the rogue class. That doesn't mean there shouldn't be a rogue class. Classes can just be a particular package of abilities that you could also find in other areas of the game. </p><p></p><p></p><p></p><p>Flavorful and dynamic, yes. Unique...eh...yes and no. Any character might wield divine magic for a god. Any character might mount a horse. Any character might train in heavy armor and martial weapons and shields. Any character might heal with a laying on of hands or get bonuses to their saves. Any character might challenge foes and detect evil. </p><p></p><p>A paladin might just be a particular combination of these abilities in one chunk. </p><p></p><p>They might get some particularly unique way or style of it. It's not necessarily especially D&D, but I'm fond of subsystems, so I like to see lots of 'em. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Forex, I could see a paladin subsystem that encourages players to "play chivalrously": They get bonuses for rushing headlong into the jaws of evil, and can stay longer than most others there, helping to protect others (forex, you get extra damage on a charge, extra to-hit bonuses against creatures identified as EEEEVIL, and extra defenses against creatures who are trying to mob or flank you). That's a new mechanic idea supporting the same concept. </p><p></p><p>Especially in a game that values modularity, a class need not be especially unique. They should have a strong identity, but you don't need to be unique for that.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5940766, member: 2067"] I think it's relevant to conversations like this, because it shows the benefits of doing essentially the same thing in a few different ways. And that it isn't bad design or bad logic to do so. As long as that's true, it opens up the space of having "wilderness warrior" to many different sections of the game, and lets them all exist happily alongside each other. Well, your question can be answered with the obvious: because different people will be attracted to that archetype in different ways. Some will want to play an elf vampire, some will want to play a vampire wizard, some will want to play an elf wizard who is also a vampire, and then folks like me will want to play a TRIPLE VAMPIRE ALL THE WAY ACROSS THE SKY. And that might be silly (I certainly trumped up the absurdity of it when I played Kiki), but silly can be fun, too. And it certainly doesn't HAVE to be silly. Meh. My philosophy is that fun trumps all, so if someone really is excited about their ridiculous character concept, I'd rather embrace it than imagine my game about adults pretending to be elves is somehow SERIOUS BUSINESS. But like I said, it doesn't HAVE to be silly. A ranger with a trapper background and the tempest theme is just going to be VERY ranger-y. A fighter with the trapper background and the tempest theme is just going to be quite a bit ranger-y. A druid with the commoner background and the archer theme might render the distinction academic. There doesn't have to be just one way to make a ranger. I basically agree, but I don't think this means that classes need to be redefined. Again, look at the rogue. There's nothing there that can't be handled with a theme or a background. There's no NEED for the rogue class. That doesn't mean there shouldn't be a rogue class. Classes can just be a particular package of abilities that you could also find in other areas of the game. Flavorful and dynamic, yes. Unique...eh...yes and no. Any character might wield divine magic for a god. Any character might mount a horse. Any character might train in heavy armor and martial weapons and shields. Any character might heal with a laying on of hands or get bonuses to their saves. Any character might challenge foes and detect evil. A paladin might just be a particular combination of these abilities in one chunk. They might get some particularly unique way or style of it. It's not necessarily especially D&D, but I'm fond of subsystems, so I like to see lots of 'em. ;) Forex, I could see a paladin subsystem that encourages players to "play chivalrously": They get bonuses for rushing headlong into the jaws of evil, and can stay longer than most others there, helping to protect others (forex, you get extra damage on a charge, extra to-hit bonuses against creatures identified as EEEEVIL, and extra defenses against creatures who are trying to mob or flank you). That's a new mechanic idea supporting the same concept. Especially in a game that values modularity, a class need not be especially unique. They should have a strong identity, but you don't need to be unique for that. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Reasons to have paladins and rangers as classes
Top