Which as an aside, I find annoying that WOTC still has not included such an ability as an official substitution for the Rogue's Thieves' Cant after sticking the Scout under the rogue banner.I think a shared secret written language a-la trail marks would be pretty dope.
This is how I would probably have done it, yeah. With beast companion options being like “the hound,” “the raptor”, “the steed,” and maybe “the drake”. The casting sub could have various specialization options as well, like how Druid of the Land gets different spell list expansions based on their favored terrain, I think that would fit well here. And then I might expand the “archer” subclass into like like “slayer” with various bonuses based on a chosen fighting style.Something with.
Ranger (Base Class, Non-Caster)
-> Animal Companion Subclass
-> Half Caster Subclass
-> Archer Subclass
All seems pretty in line then?
For me, a ranger is a hunter and has a strong connection to their land. So to give name to some of those aspects, maybe something along the lines of:For those who want a spell-less Ranger, what are your core abilities/tropes/mechanics that such a class would reflect?
Good start.Tracking, hunting, foraging, navigation, camouflage, herb-lore, beast-lore, self-sufficiency, forestry, leadership, skirmish tactics…. Maybe cartography…
Animal Companions should be available as an option.Animal companions are kind of problematic mechanically, and I don’t think they’re essential to the concept, but certainly having a hunting dog or doing falconry feels appropriate to it.
Styles should be a choiceI think archery is an important element personally, but I know people don’t love tying weapon choice to class that closely and that’s fair. Couldn’t care less about dual-wielding.
Yep. Signals and Trail SIgns!I think a shared secret written language a-la trail marks would be pretty dope.
Personally, I think the ranger should at least be uncanny. They should be able to do things other folks just can’t, things that are arguably beyond the mundane, but not necessarily supernatural (but keep a truly supernatural subclass cause that is a cool way to express the archetype, as long as it isn’t the only way to do so). Of course, again I feel that way about every class. It is, after all, a fantasy game, characters should be capable of doing the fantastical. They just shouldn’t all need to learn and cast spells to do it.The other sub question is
Do we seek also a surnatural-less Ranger?
Yes it depends on the campaign.Depending on the campaign. I would not unequivocally state that the DM was wrong.
Even though upthread I proposed spending spell slots on alternate abilities, I think that is only a fix for subclasses of the current ranger.Okay, if the fact that the term “spell slot” is used makes the Ranger too magical, regardless of how supernatural or mundane the abilities fueled by them are, how about;
Survival Points. You get around 1/level, like Ki on Monks, and you can use them to fuel special abilities. You get some automatically, and some come from Favored Terrain/Enemy and other class choices. Let’s call them Wilderness Knacks.
For those of us who see the Ranger’s basic identity as fundamentally magical, some Wilderness Knacks are supernatural, and some straight up give you spells you can cast by spending 1/Survival point per spell level.
This would create a very unique class, that accommodates all three preferences.
@Charlaquin @Greg K what you think? All currently magical class features would be a decision point, possibly on a warlock style chassis where Knacks are chosen like Invocations. Seem fair?
I agree with your points except this one. I think that the easiest way to really differentiate a ranger from the other classes is to lean into the pet option. But, since this is a fantasy game, we shouldn't be limiting animal companions to domesticated animals. I mentioned earlier that I thought the Smith Artificer was a good way to go. Having seen it in play and how the companion works there, I'd say it's fantastic. I'd probably give rangers a supernatural spirit animal - they can choose from a short list of forms, similar to the Tasha's Animal Summoning rules when they bring out their companion./snip
Animal companions are kind of problematic mechanically, and I don’t think they’re essential to the concept, but certainly having a hunting dog or doing falconry feels appropriate to it.
/snip