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The Dual Wielding Ranger: How Aragorn, Drizzt, and Dual-Wielding Led to the Ranger's Loss of Identity
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<blockquote data-quote="steeldragons" data-source="post: 8247550" data-attributes="member: 92511"><p>I find this rather inaccurate. I mean, the influences, sure. But that's not what the bulk of what the adventures were.</p><p></p><p>Keep on the Borderlands: temperate wooded hills/countryside.</p><p>Isle of Dread: ok, "tropical" jungle which, as I said, was far off and alien with multiple different creatures you've never seen and a "native" tribe of "exotic" humans. </p><p>Village of Hommlet: temperate woods/countryside.</p><p>Cult of the Reptile God: temperate woods/countryside.</p><p>Bone Hill: temperate wooded hills/countryside.</p><p>U-series: Saltmarsh, et al: coastal, but temperate.</p><p>Crystal Cave & Dungeonland/Beyond the Magic Mirror: fairy land, but a traditional European/UK temperate woods/pastoral countryside.</p><p></p><p>Since Giants-2 was thrown out as "proof" of how wrong I am, which, yes, it was Glacier/icy/tundra. Not a wooded temperate realm. But, door being opened, let's look at the one immediately before that... </p><p>Hill Giant's Stead: oh look! Wooded hills/countryside.</p><p>Giants-3: predominantly in a volcano.</p><p>Slavers 1-3: woods/countryside (though mostly occurring underground), A4, of course, takes you to a volcanic island. </p><p>Tamoachan: "meso-american flavor" jungle.</p><p>Forbidden City:...I think that had some jungle in it, but it wasn't really a "jungle" adventure. You were wandering around the city.</p><p>Lost City: I believe handwaved you through a desert to get to the "entrance" but then the adventure, really, was all subterranean.</p><p>Desert Nomads (that's 2) and Desert of Desolation (3 modules): sure, I'll give you the desert modules.</p><p></p><p>Not surprisingly, most of the rest take place in subterranean places and what terrain was "top side" was fairly irrelevant: Descent/Drow/Demonweb Pits stuff, Tomb of Horrors, White Plume, Tsojcanth, pretty much anything else. </p><p></p><p>So we have 2 of 3 Giants. One of the Slavers (if you want). Tamoachan, Isle of Dread, 5 specifically Desert modules...from back in the beginning days, anyway. </p><p></p><p>Seems, to me, like there are more than enough "wooded countryside" scenarios to justify a "Wooded countryside specialist" class...who can still track and deal with [what we'd now call] "Survival" skills in places that AREN'T woodlands, as limiting the ranger's skills to a "favored terrain" won't be a thing for a long time to come.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 8247550, member: 92511"] I find this rather inaccurate. I mean, the influences, sure. But that's not what the bulk of what the adventures were. Keep on the Borderlands: temperate wooded hills/countryside. Isle of Dread: ok, "tropical" jungle which, as I said, was far off and alien with multiple different creatures you've never seen and a "native" tribe of "exotic" humans. Village of Hommlet: temperate woods/countryside. Cult of the Reptile God: temperate woods/countryside. Bone Hill: temperate wooded hills/countryside. U-series: Saltmarsh, et al: coastal, but temperate. Crystal Cave & Dungeonland/Beyond the Magic Mirror: fairy land, but a traditional European/UK temperate woods/pastoral countryside. Since Giants-2 was thrown out as "proof" of how wrong I am, which, yes, it was Glacier/icy/tundra. Not a wooded temperate realm. But, door being opened, let's look at the one immediately before that... Hill Giant's Stead: oh look! Wooded hills/countryside. Giants-3: predominantly in a volcano. Slavers 1-3: woods/countryside (though mostly occurring underground), A4, of course, takes you to a volcanic island. Tamoachan: "meso-american flavor" jungle. Forbidden City:...I think that had some jungle in it, but it wasn't really a "jungle" adventure. You were wandering around the city. Lost City: I believe handwaved you through a desert to get to the "entrance" but then the adventure, really, was all subterranean. Desert Nomads (that's 2) and Desert of Desolation (3 modules): sure, I'll give you the desert modules. Not surprisingly, most of the rest take place in subterranean places and what terrain was "top side" was fairly irrelevant: Descent/Drow/Demonweb Pits stuff, Tomb of Horrors, White Plume, Tsojcanth, pretty much anything else. So we have 2 of 3 Giants. One of the Slavers (if you want). Tamoachan, Isle of Dread, 5 specifically Desert modules...from back in the beginning days, anyway. Seems, to me, like there are more than enough "wooded countryside" scenarios to justify a "Wooded countryside specialist" class...who can still track and deal with [what we'd now call] "Survival" skills in places that AREN'T woodlands, as limiting the ranger's skills to a "favored terrain" won't be a thing for a long time to come. [/QUOTE]
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