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So they went and butchered the 3.5 ranger...
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<blockquote data-quote="Plane Sailing" data-source="post: 742052" data-attributes="member: 114"><p>OK, here it is:</p><p></p><p>A quick run-down of the evolution of the Ranger, from it's very earliest beginnings. Or should that be (d)evolution <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It first appeared in the Strategic Review (SR), a short 'zine issued periodically and which was also where the Illusionist class was first introduced. This was for Original D&D, and appeared after Greyhawk/Blackmoor/Eldritch Wizardry.</p><p></p><p><strong>Hit Dice</strong></p><p>When introduced in SR the ranger started with 2d8 HD and went up to 11d8. Put into perspective, all fighters only had d8 HD too, and maxed out at 9d8. They were "tough and hardy wilderness warriors".</p><p></p><p>In AD&D 1e, They kept this 2d8 up to 11d8 HD regime while fighters and paladins moved to D10 HD. Rangers where hardier at 1st level, and could get more CON bonuses, but were down a peg or two.</p><p></p><p>In 2e, the ranger went to D10 HD along with the fighter and paladin, but started with 1d10 like the others.</p><p></p><p>In 3e the ranger continues in parity with the other fighting classes.</p><p></p><p><em>Analysis: The ranger has gradually lost hardiness over his incarnations.</em></p><p></p><p><strong>Spell Use</strong></p><p>In SR Starting at 9th level the ranger started getting MU spells, and at 10th started getting Cleric spells. He had an unrestricted list for both, and by 20th level he could easily be casting 7th level Cleric and MU spells. (OK, this was *definitely* over the top!)</p><p></p><p>In 1e the ranger was limited to 1st-3rd level Druid spells and 1st-2nd MU spells (although he had the full lists to choose from). This was quite a step down from his earlier power, but still very useful.</p><p></p><p>In 2e the ranger had a small and restricted list of feeble cleric spheres, with very few general useful or utility spells.</p><p></p><p>In 3e the ranger gets spells sooner, and has a better list of spells (although it is markedly worse than any of the other lists, and doesn’t have any unique spells at all, unlike the Paladin for instance)</p><p></p><p><em> Analysis: The rangers spell casting ability has fluctuated with time, dipping to a nadir in 2e, but making a spirited recovery in 3e. His flexibility in spells available has dropped since the origins and 1e days considerably though.</em></p><p></p><p><strong>Favoured Enemy</strong></p><p>In SR, the ranger can add his level to his damage bonus in all attacks against “giant class” creatures, which was everything from goblins and orcs up to true giants.</p><p></p><p>In 1e the ranger has the same ability.</p><p></p><p>In 2e the damage bonus is lost, but the ranger gets +4 to hit his “hated enemy” and there is some kind of personality problem associated with that enemy – he gets –4 on reaction rolls from those enemies. As Cyberzombie puts it “Kind of pointless, since 100% of 2e rangers I knew would attack there species enemy on sight, unless the odds where *overwhelmingly* against them”</p><p></p><p>In 3e the ranger has a wider range of choices for a favoured enemy, and he gets +1 damage (and on certain skill checks) per 5 levels. Additional favoured enemies can be started at each 5 levels, growing appropriately.</p><p></p><p><em>Analysis: The favoured enemy has grown in scope and has a lot more variety possible than it used to, but it’s power has decreased markedly. The 2e rules didn’t scale but gave an excellent bonus to hit. In general I’d say this area is a win for the 3e ranger, but I greatly prefer the alt.ranger method of adding a point of favoured enemy every odd level, either stacking it or starting something new. Total bonuses are less, but it has more of a chance to grow organically with the campaign and gives a more even growth across levels.</em></p><p></p><p><strong>Woodsy-ness</strong></p><p>In SR the ranger had the unique ability to track, he surprised opponents 50% more often and was only 50% as likely to be surprised as other classes (in those days you were surprised on 1-2 on a 1d6. The ranger surprised others on 1-3 and was only surprised on a 1)</p><p></p><p>In 1e the ranger continued as before</p><p></p><p>(In Unearthed Arcana, 1.5e, tracking became level-dependent as opposed to in 1E, where every Ranger had the same chance to track given the same circumstances. Rangers were required to be proficient a limited group of weapons that fit the huntsman archetype before gaining proficiency with any others: (1) the bow or the crossbow of any type, required at 1st level; (2) dagger or knife; (3) a spear or an axe; and (4) a sword. They gained Weapon Specialization along with the Fighter, but were limited to specialization in one of the above weapons.)</p><p></p><p>In 2e I believe he lost the surprise benefits and they were replaced by a base 10%/15% move silently and hide in cover and growing slowly across levels. This chance was halved when not in “woodsy” situations – certainly in dungeons and towns. This could only be used in light armour. Tracking was available to all, but non-rangers had an arbitrary -6 penalty on all their checks, while rangers got bonuses as they went up levels. Player's Option made Tracking freely available to all with no penalties, though Rangers still got it for free. Rangers lost the weapon specialisation granted to them in Unearthed Arcana.</p><p></p><p>In 3e he gets the track feat for free (anyone can get it though) and class skill access to spot, listen, hide, move silently, as well as wilderness lore. WotC said that they tied the Track feat into Wilderness Lore expressly so that Rangers would take this skill.</p><p></p><p><em>Analysis: 2e castrated the rangers ability to be sneaky and unsurprised. 3e has thankfully restored that ability, although at a price – with the limited number of skill points many rangers will have to miss other things out in order to get the benefit here. </em></p><p></p><p><strong>Funky Followers</strong></p><p>In SR, At high level the ranger attracts a group of special followers; character classes and good creatures, including the possibility of a golden dragon. Up to about 24 max, I think.</p><p></p><p>In 1e high level rangers attract a group of special followers; character classes and good creatures, including the possibility of treants and a silver dragon. Same sort of number, but the power levels at the upper end are toned down a little.</p><p></p><p>In 2e high level rangers attract a group of special followers; character classes and good creatures. The power level of followers are toned down across the board.</p><p></p><p>In 3e this class ability has disappeared completely. There is now a “leadership” feat which is available to everyone to gain a cohort and followers, but they are very different from the wide range of followers that rangers alone used to get</p><p></p><p><em>Analysis: The special followers of the ranger have been eroded over time, disappearing completely in third edition. Does this parallel the removal of the “build a fortress/temple/college and get a bunch of followers & men-at-arms turn up” that used to be par for the course for Fighters and Clerics? I wouldn’t like to say. It does remove one of the targets that high-level rangers could aspire to though.</em></p><p></p><p><strong>Other abilities</strong></p><p>In SR, high level rangers were allowed to use any magic items that were involved with healing, telepathy and clairvoyance. Only a limited number of rangers could associate together. </p><p></p><p>In 1e, they could still use clairvoyance items, but lost the use of healing magic items. Still limited in the number that could associate together. </p><p></p><p>In 2e they lost the ability to use clairvoyance items, but gained animal handling and a “calm wild animals” animal empathy ability. Gains two-weapon fighting when in light armour. Why? Who knows? I’ve heard it said that the aim was to encourage rangers to become “lightly armoured” fighters.</p><p></p><p>In 3e animal handling became an everyman skill and animal empathy became a skill shared with druids. These have to be bought out of the limited skill point supply rather than being available to all rangers.. The ranger gets special two weapon fighting when in light armour, for no character reason nor game-mechanic reason. It just is.</p><p></p><p><em>Analysis: The ranger has lost abilities from his clear Tolkien roots, and they were replaced with more woodsy abilities, which in turn became skills in 3e. Unlike the rogue who has special affinity with certain skills (their search can be used to find traps and magical traps, for instance) the ranger doesn’t get any special benefit to handle animal. animal empathy is restricted class skill for them and druids only, which helps. Over time, the flavour has moved from Tolkiens wilderness warriors and protectors towards a more generic woodsman. The exception being the seemingly random introduction of two-weapon fighting to the class in 2e.</em></p><p></p><p><strong>Over time, the Ranger has become less hardy, lost out on funky followers and had less magical abilities; his ability to damage one wide class of opponents has decreased but the scope of his abilities has increased over time and there is arguably much more variety possible to the class than there was before. (with the exception of melee, which has been lock-stepped into two weapon fighting).</strong></p><p></p><p>I hope this breakdown of the evolution of the class is helpful to the discussion, especially the look back to the Strategic Review origins.</p><p></p><p>Cheers</p><p>Plane Sailing</p><p>with input from Cyberzombie and Paul Greystoke</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 742052, member: 114"] OK, here it is: A quick run-down of the evolution of the Ranger, from it's very earliest beginnings. Or should that be (d)evolution :) It first appeared in the Strategic Review (SR), a short 'zine issued periodically and which was also where the Illusionist class was first introduced. This was for Original D&D, and appeared after Greyhawk/Blackmoor/Eldritch Wizardry. [b]Hit Dice[/b] When introduced in SR the ranger started with 2d8 HD and went up to 11d8. Put into perspective, all fighters only had d8 HD too, and maxed out at 9d8. They were "tough and hardy wilderness warriors". In AD&D 1e, They kept this 2d8 up to 11d8 HD regime while fighters and paladins moved to D10 HD. Rangers where hardier at 1st level, and could get more CON bonuses, but were down a peg or two. In 2e, the ranger went to D10 HD along with the fighter and paladin, but started with 1d10 like the others. In 3e the ranger continues in parity with the other fighting classes. [i]Analysis: The ranger has gradually lost hardiness over his incarnations.[/i] [b]Spell Use[/b] In SR Starting at 9th level the ranger started getting MU spells, and at 10th started getting Cleric spells. He had an unrestricted list for both, and by 20th level he could easily be casting 7th level Cleric and MU spells. (OK, this was *definitely* over the top!) In 1e the ranger was limited to 1st-3rd level Druid spells and 1st-2nd MU spells (although he had the full lists to choose from). This was quite a step down from his earlier power, but still very useful. In 2e the ranger had a small and restricted list of feeble cleric spheres, with very few general useful or utility spells. In 3e the ranger gets spells sooner, and has a better list of spells (although it is markedly worse than any of the other lists, and doesn’t have any unique spells at all, unlike the Paladin for instance) [I] Analysis: The rangers spell casting ability has fluctuated with time, dipping to a nadir in 2e, but making a spirited recovery in 3e. His flexibility in spells available has dropped since the origins and 1e days considerably though.[/I] [b]Favoured Enemy[/b] In SR, the ranger can add his level to his damage bonus in all attacks against “giant class” creatures, which was everything from goblins and orcs up to true giants. In 1e the ranger has the same ability. In 2e the damage bonus is lost, but the ranger gets +4 to hit his “hated enemy” and there is some kind of personality problem associated with that enemy – he gets –4 on reaction rolls from those enemies. As Cyberzombie puts it “Kind of pointless, since 100% of 2e rangers I knew would attack there species enemy on sight, unless the odds where *overwhelmingly* against them” In 3e the ranger has a wider range of choices for a favoured enemy, and he gets +1 damage (and on certain skill checks) per 5 levels. Additional favoured enemies can be started at each 5 levels, growing appropriately. [I]Analysis: The favoured enemy has grown in scope and has a lot more variety possible than it used to, but it’s power has decreased markedly. The 2e rules didn’t scale but gave an excellent bonus to hit. In general I’d say this area is a win for the 3e ranger, but I greatly prefer the alt.ranger method of adding a point of favoured enemy every odd level, either stacking it or starting something new. Total bonuses are less, but it has more of a chance to grow organically with the campaign and gives a more even growth across levels.[/I] [b]Woodsy-ness[/b] In SR the ranger had the unique ability to track, he surprised opponents 50% more often and was only 50% as likely to be surprised as other classes (in those days you were surprised on 1-2 on a 1d6. The ranger surprised others on 1-3 and was only surprised on a 1) In 1e the ranger continued as before (In Unearthed Arcana, 1.5e, tracking became level-dependent as opposed to in 1E, where every Ranger had the same chance to track given the same circumstances. Rangers were required to be proficient a limited group of weapons that fit the huntsman archetype before gaining proficiency with any others: (1) the bow or the crossbow of any type, required at 1st level; (2) dagger or knife; (3) a spear or an axe; and (4) a sword. They gained Weapon Specialization along with the Fighter, but were limited to specialization in one of the above weapons.) In 2e I believe he lost the surprise benefits and they were replaced by a base 10%/15% move silently and hide in cover and growing slowly across levels. This chance was halved when not in “woodsy” situations – certainly in dungeons and towns. This could only be used in light armour. Tracking was available to all, but non-rangers had an arbitrary -6 penalty on all their checks, while rangers got bonuses as they went up levels. Player's Option made Tracking freely available to all with no penalties, though Rangers still got it for free. Rangers lost the weapon specialisation granted to them in Unearthed Arcana. In 3e he gets the track feat for free (anyone can get it though) and class skill access to spot, listen, hide, move silently, as well as wilderness lore. WotC said that they tied the Track feat into Wilderness Lore expressly so that Rangers would take this skill. [I]Analysis: 2e castrated the rangers ability to be sneaky and unsurprised. 3e has thankfully restored that ability, although at a price – with the limited number of skill points many rangers will have to miss other things out in order to get the benefit here. [/I] [b]Funky Followers[/b] In SR, At high level the ranger attracts a group of special followers; character classes and good creatures, including the possibility of a golden dragon. Up to about 24 max, I think. In 1e high level rangers attract a group of special followers; character classes and good creatures, including the possibility of treants and a silver dragon. Same sort of number, but the power levels at the upper end are toned down a little. In 2e high level rangers attract a group of special followers; character classes and good creatures. The power level of followers are toned down across the board. In 3e this class ability has disappeared completely. There is now a “leadership” feat which is available to everyone to gain a cohort and followers, but they are very different from the wide range of followers that rangers alone used to get [I]Analysis: The special followers of the ranger have been eroded over time, disappearing completely in third edition. Does this parallel the removal of the “build a fortress/temple/college and get a bunch of followers & men-at-arms turn up” that used to be par for the course for Fighters and Clerics? I wouldn’t like to say. It does remove one of the targets that high-level rangers could aspire to though.[/I] [b]Other abilities[/b] In SR, high level rangers were allowed to use any magic items that were involved with healing, telepathy and clairvoyance. Only a limited number of rangers could associate together. In 1e, they could still use clairvoyance items, but lost the use of healing magic items. Still limited in the number that could associate together. In 2e they lost the ability to use clairvoyance items, but gained animal handling and a “calm wild animals” animal empathy ability. Gains two-weapon fighting when in light armour. Why? Who knows? I’ve heard it said that the aim was to encourage rangers to become “lightly armoured” fighters. In 3e animal handling became an everyman skill and animal empathy became a skill shared with druids. These have to be bought out of the limited skill point supply rather than being available to all rangers.. The ranger gets special two weapon fighting when in light armour, for no character reason nor game-mechanic reason. It just is. [I]Analysis: The ranger has lost abilities from his clear Tolkien roots, and they were replaced with more woodsy abilities, which in turn became skills in 3e. Unlike the rogue who has special affinity with certain skills (their search can be used to find traps and magical traps, for instance) the ranger doesn’t get any special benefit to handle animal. animal empathy is restricted class skill for them and druids only, which helps. Over time, the flavour has moved from Tolkiens wilderness warriors and protectors towards a more generic woodsman. The exception being the seemingly random introduction of two-weapon fighting to the class in 2e.[/I] [b]Over time, the Ranger has become less hardy, lost out on funky followers and had less magical abilities; his ability to damage one wide class of opponents has decreased but the scope of his abilities has increased over time and there is arguably much more variety possible to the class than there was before. (with the exception of melee, which has been lock-stepped into two weapon fighting).[/b] I hope this breakdown of the evolution of the class is helpful to the discussion, especially the look back to the Strategic Review origins. Cheers Plane Sailing with input from Cyberzombie and Paul Greystoke [/QUOTE]
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