Sorry but what is a 0/1 knapsack?
classes spark character ideas and/or emulate stock characters or archetypes from the genre and/or make character building easier by presenting a complete/functional/contributing package of abilities without requiring undue system mastery.
The basic roles that speak to a well rounded party are still one warrior, one rogue, one priest, and one wizard.
I don't agree with pickin_grinnin that the classic 4-class party is "well rounded" only in a combat-focused game. It also has certain strengths in a classic dungeon-exploration game.If you run games that primarily focus on combat, that's true.
I think Conan is comparatively hard to model in classic D&D, because a fighter won't give him the requisite skills.The Conan comics - particularly the long-running "Savage Sword of Conan" - do a much better job of reflecting the Conan from Howard's stories than the movies. Even so, the fact that Conan comes from a "barbaric tribe" and is physically imposing only represents a fraction of the traits of the character (as you obviously know). The only way you could really model him in D&D (from a technical standpoint) is with some careful multi-classing and some really good stats.
Although Gandalf in LotR is a type of angel, this is not a big part of his day-to-day capabilities. (And is not part of the character at all in The Hobbit.)Gandalf. If you look at how he (and the other wizards) are depicted throughout Tolkien's writing, it becomes obvious that he's semi-divine and falls somewhere in the lower orders of the pantheon of that world
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Merlin is more of a prophet or seer.
The way that combat is resolved in D&D is an artefact of that particular system, not RPGs per se. 4e used minions to generate the literary trope of the quick kill, and it is possible to have combat systems that work on a single check (like skill checks in 3E or 5e), just as it is possible to have non-combat resolution that requires multiple checks (like skill challenges in 4e).The heroes in fiction can always hit and kill their enemies when the writer says, and this is typically instant or almost as quick.
5e has brought back the Animal Friendship spell, so, yes, if you want a Beastmaster Ranger, you just play a Ranger. A spellcasting ranger, but, then, you want a supernatural bond with an animal, so you shouldn't be that resistant to be being a nature-oriented caster, in the first place.
If you don't want the supernatural bond, just take the right proficiencies and train an animal.
Just because the classic D&D wizard fails to emulate genre doesn't mean it wasn't an attempt to do so. EGG described his thought process in choosing the 'Vancian' model as a way of keeping wizards involved in combat. The artillery analogy was also apt in Chainmail. But they're still supposed to be magic-wielding guys in robes and pointy hats, ala Merlin, Gandalf and the hermetic tradition.The classic D&D wizard has its origins not in literary genre but in wargame mechanics, namely, artillery and related anti-personnel effects (eg Cloudkill is a fantasy equivalent to gas shells; Transmute Rock to Mud and Dig are fantasy equivalents to sapping and mining; etc).
Like the Vancian wizard, they're pulled from only a couple of sources, most obviously Lieber's Grey Mouser. But there are other precedents going back to the Thief of Baghdad, for instance. Again, it may not have done a good job of capturing those sources of inspiration, and ended up a dugneon-crawling trap-detector, but that failure doesn't mean no attempt was made.The thief in D&D is not especially genre-based either, as it makes trap detection and lock-picking far more prominent than in most fantasy literature
Another is that D&D PCs are meant to be protagonists, while Gandalf, Merlin, and most other pre-Harry-Potter wizard characters are more there as helpers, plot devices, and sources of exposition.I think the real issues for building either Gandalf or Merlin in D&D are (i) that D&D wizards have their origins in artillery-style builds, and (ii) that D&D doesn't have very effective prophet/seer mechanics, and tends to lack influence mechanics short of outright control (5e's Charm is something of an exception).
Emulating the character archetypes of the genre, in the first place, would help.I don't think D&D is ideal for emulating literary-style fantasy combat, but I don't think it has to be hopeless.
Agreed.the role of the basic dnd elf might best be emulated by the bard.
In both cases, I really think that the goal was to provide a certain sort of game play - artillery/anti-personnel for the wizard, dungeon exploration for the thief - and then layered on a few superficial tropes. The idea that genre faithfulness would be an end in itself I think hadn't really occurred.Just because the classic D&D wizard fails to emulate genre doesn't mean it wasn't an attempt to do so. EGG described his thought process in choosing the 'Vancian' model as a way of keeping wizards involved in combat. The artillery analogy was also apt in Chainmail. But they're still supposed to be magic-wielding guys in robes and pointy hats, ala Merlin, Gandalf and the hermetic tradition.
Like the Vancian wizard, they're pulled from only a couple of sources, most obviously Lieber's Grey Mouser. But there are other precedents going back to the Thief of Baghdad, for instance. Again, it may not have done a good job of capturing those sources of inspiration, and ended up a dugneon-crawling trap-detector, but that failure doesn't mean no attempt was made.
The beastmaster ranger and the Essentials Druid were created to mirror the 3.x Druids and Rangers with Animal Companions. In turn, 3.x intended the Animal Companion feature to be a less broken alternative to the AD&D Animal Friendship spell.
5e has brought back the Animal Friendship spell, so, yes, if you want a Beastmaster Ranger, you just play a Ranger. A spellcasting ranger, but, then, you want a supernatural bond with an animal, so you shouldn't be that resistant to be being a nature-oriented caster, in the first place.
If you don't want the supernatural bond, just take the right proficiencies and train an animal.
Rangers of times past cast spells, too, that's how they got that happy non-combat effectiveness, for the most part. A non-spell-casting ranger with just some archery or TWFing and some woodsy skills is handled in 5e by Fighter with a Background. That non-casters in D&D have tended to lack out of combat, as well as lag at higher levels, notwithstanding. The concept is provided for. What's written on the sheet doesn't matter.
Just to go off on a tangent as I sit here, coffee in hand while trying to wake up, I realise that after reading the Elves of Alfheim gazetteer (again) that the role of the basic dnd elf might best be emulated by the bard. As many know, the basic elf class archetype was a class that was skilled in combat and magic but who halted their magic studies at 10th level while still increasing their combat ability. Elves of Alfheim brought in the Tree keeper class that let an elf focus on the magical abilities instead.
Although the bard class has musical abilities which may not mesh well with the basic archetype, the subclasses of lore and skald fit well with a basic elf and their decision to focus more on their magical or combat skills.
Well, I was mostly thinking of 4e when I said that, where the default ranger has no magical abilities at all, and even the "Martial/Primal" subclass only had Primal-keyword (aka "magic") utilities.
I also don't think "train an animal to fight" is, or even should be, a purely magical effect. Real-world cultures did it all the time--the forebears of the modern Rottweiler (probably) included the preferred breed of war dog in ancient Rome. In a setting where things that are physically impossible in our world are achievable by purely "mundane" characters like Fighters, I fail to see why Rangers HAVE to be magical in order to have a well-trained war animal. Or, in other words, I don't think it's a supernatural bond, and I think several of the class-specific "spells" the 5e ranger gets should just be abilities. This is almost surely a matter of taste.
Training an animal from zero to hero in just twelve hours (per PHB) sounds pretty extra-normal to me. Don't know if you'd consider that "supernatural" (honestly, that word is meaningless IMO) but it's not normal animal training.

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