Crazy Jerome
First Post
Something with the aura mechanics is the way I'd go with the paladin, given what we've seen thus far. I really like the idea of turning the generic paladin into a "champion" or some cause, but when you start thinking about what those champion mechanics might do and be about, they look a lot more like themes to me.
Plus paladin class with aura (beneficial and protective effects on his friends) + various champion themes geared towards causes seems to strike a good balance between those who want the paladin centered around lawful good and those who want paladins to support all kinds of causes. With that division, a paladin class with a few key champion themes can easily becomes the archetypical early D&D paladin, while other classes taking different champion themes can cover avengers and such.
For the ranger, I'd come up with some "woodland lore" mechanics that mirror the rogue "schemes". I would not look to favored enemy, animal companions, or other brik-a-brak of the historical ranger mechanics for that "woodland lore"--as those also strike me as more theme-related items. Really, given the focus of the core thus far, I'd say the "woodland lore" bits should be about finding your way in the wilderness, setting up ambushes (or not getting ambushed), etc.
Plus paladin class with aura (beneficial and protective effects on his friends) + various champion themes geared towards causes seems to strike a good balance between those who want the paladin centered around lawful good and those who want paladins to support all kinds of causes. With that division, a paladin class with a few key champion themes can easily becomes the archetypical early D&D paladin, while other classes taking different champion themes can cover avengers and such.
For the ranger, I'd come up with some "woodland lore" mechanics that mirror the rogue "schemes". I would not look to favored enemy, animal companions, or other brik-a-brak of the historical ranger mechanics for that "woodland lore"--as those also strike me as more theme-related items. Really, given the focus of the core thus far, I'd say the "woodland lore" bits should be about finding your way in the wilderness, setting up ambushes (or not getting ambushed), etc.