Why so much attention on the Ranger?

Joseph Elric Smith said:

You are probably correct there. Just as I have never figured out where the two weapon fighting came from. I don't see a skilled woodsman fighting with two weapon, but more then likely a bear or boar spear and a bow and traps for keeping himself fed.
Ken

I think, though I could be wrong, that it's all because of Drizzt, the drow ranger king of TWF.

Iin the conversion to 2nd ed, I think the design team wanted to implement Drizzt's TWF as a class ability of the ranger (even though in 1st ed, drow were naturally ambidextrous). So, it comes down to a muffed modeling of a class after a character when the character was modeled on the previous edition's rules and was rules legal. 3e followed 2nd ed's approach to the ranger (and dropped ambidexterity from the drow), and that's where we are now. At least until 3.5 is released and rangers can choose between TWF and archery.
 

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Some more reasons:
1) The ranger is a fighter-type, and so has three directly comparable classes to compare it's abilities against. The bard has only the rogue to compare against, and then only vaguely.
2) Also due to it being a fighter-type, people want the ranger to kick ass and take names. The bard is seen as a more social archetype, so there's less disappointment when it doesn't do as well in combat as it's nearest analog.
3) Lord of the Rings was released in 2001, featuring Aragorn, which wouldn't have hurt bringing the ranger into the collective conciousness.
4) There are many disparate and clear archetypes for the Ranger, most with different requirements - such as Robin Hood versus the abovementioned Aragorn, or the Wheel of Time Woodsman. Most D&D players would be unable to name an archetypal bard from mythology, something which I suspect plagues the class when designers have a go at defining it as well, with vague ideas revolving around the concept of a magical minstrel with a touch of lorekeeper and diplomat. Because players can think of a clear archetype they want to simulate, there's more complaint when the ranger doesn't measure up.

That's what I think, anyway...
 
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That's one of my pet peeves, about Rangers in 2e.

Second Edition AD&D predates the earliest book in which Drizzt appeared, the Crystal Shard, by over a year. There's no way that Drizzt could have influenced the game in such a fashion-- if anything, the 2e Ranger's two-weapon fighting ability is why Drizzt became so capable.

It still doesn't explain why Rangers are good at TWF, though.
 

Alchemist said:
What's the deal? There seems to be an awful lot of emotion dragged out whenever rangers are discussed. Are they really that big of a deal to people? Why? Is this a Drizzt thing? I just don't get it.

Well, I have almost always played Rangers. My very first AD&D 1e character was a Ranger, and I played him until he was 33rd level, and GMs wouldn't take him in their games, anymore. I also had a F/MU/T, a Druid, and a Monk, but I never got into them, as much. All of this was Pre-Drizzt, of course.

There is a lot of emotion because many of us love Rangers, and the 2e and 3e versions meet NONE of our ideas. They are ill-defined (if at all), have whacked abilities, are definitely sub-optimal characters, and have no flavorful class abilities. The 3.5e variant will (no doubt) be much the same.

As a historical sidenote; no, it is not a Drizzt thang... Drizzt was written after the 2e rules incorporated two-weapon fighting, therefore Drizzt had it, because he was a Ranger. Rangers do not have it because of Drizzt. T$R gave Rangers TWF to encourage them to wear light armor (although why they wanted that, I dunno). This has been confirmed many times, on these boards. I believe someone even asked Salvatore, and he confirmed it.

Why are Rangers important to people? Well, for me, it has always been the only D&D class that I could really see playing. I played a F/MU/T, and a Druid, and never found either particularly believable. Spellcasters may be powerful, but to me, they suck as PCs. The only other time I have ever played a spellslinger was when I was forced to, in a tournament module, where someone else took the Ranger. My Mage, there, was the only party member to survive alive and conscious, and pull two other unconscious PCs out of there (although we failed to rescue the villagers from the trolls).

The Ranger is the grownup version of the boyscout, the survivor, the special forces operative, etc.... Only he has no such abilities, and never has. Thus, the "no flavor" charge.

He started off being powerful, yes (see Plane Sailing's review). He started with more HP than the Fighter, and almost as many spells as the Mage and Cleric. In 1e, he was cut to 1rst & 2nd level MU spells, and Druid 1-3. In 2e, he lost all MU spells and most Druidic ones, but gained two weapon use when in light armor. In 3e, he got back sleep, and Druid 1-4. In 1e, he got +1 damage/level against a small, fixed list of "Dark and Vile", "Giant-Class" humanoids. In 2e, it became +4 to hit (IIRC), but he could select one favored enemy type. In 3e, he has Favored Enemies. The power curve has indeed dropped, and if it was only the powergamers complaining, they would all have been gone, after 2e.

Personally, I like to play a stealthy, perceptive wilderness survival expert, who has the skills needed to make do in the wild. A Fighter just doesn't cut it. Neither does a Rogue. Now if a Rogue had Wilderness Lore, he might make a better Ranger than the 3e version does (or the 3.5e version probably will).

So the Ranger needs to be Stealthy, Perceptive, adept at wilderness survival (and not just in the woodlands, either). He needs some FLAVOR, as in special class abilities that allow him to "do his job" in the wild. 3e gave him the SKILLS he needed for this, but not enough Skill Points to take them. It also gave him no special class abilities except for Favored Enemies, and the TWF.

Now most Ranger-players will agree with you, that there is no good reason for Rangers to have TWF. The 3.5 version will allow a choice between TWF and an "Archery" path (which may or may not apply to other missile weapons). But this won't work well enough...

Besides having little to no "Class Flavor", the Ranger forcers PCs into one of two combat paths (Archery/TWF), while ignoring many of the "Ranger Archetypes". You can now generate a Robinhood with 3.5e, or an Aragorn with 3e, but still not a Tarzan or Beastmaster. There is no combat path for the Trident/"Tigerspear" wielding jungle warrior, nor the Axe & Shield-bearing mountain man, nor that spear-spinning Ranger archetype that you mentioned.

What we still have is a very flat, flavorless class, with few special abilities. He can now fit TWO Archetypes instead of one, but...

Also, there is some disagreement over whether or not Rangers should have spells. There is currently no Non-spell path for a Beastmaster-wannabe. There is no combat path for the Tarzan type who wants to fight unarmed.

The 3.5e's version, with 6 Skill Points/level, and the one Feat for TWF will solve the front-loading and lack of skills problem, but it will still not solve the others. So, what does the Ranger Class NEED?

1) Flavor (Class Abilities related to the wilderness).
2) Flexibility (Choices for combat paths, abilities, and styles).
3) The ability to fit the various archetypes (Not just Drizzt, Aragorn, Robinhood, and Tarzan or the Beastmaster, but also others... The mounted combat path, Wild Warrior of the White Wastes, Two-handed wilderness fighting Scotsman/Celt, Sword & Board woodsman, Skarp Hedin Ice-skidding archer, OR ANYTHING ELSE THE PLAYER CAN CONCOCT).

Now when the Ranger can do THAT, it will be a useful, flavorful class. I can (and have) go(ne) on for 64 pages. There are many, many, many Non-combat things that can be done to better the Ranger. Giving him a class ability to allow Weather Prediction, for instance... Little game effect, but flavor. Basically nil power increase, but flavor... AND it fits with the wilderness warrior archetype.

As for combat paths, allow Bonus Feats from a selected list at levels 1, 5, 10, 15, and 20 (like the Wizards gets), and include TWF and all its Sub-Feats, Mounted Combat and its, Point Blank Shot and its, Weapon Focus, Weapons Specialization in a select list of "Ranger Weapons", Improved Unarmed Strike and some animal-fighting Feats for the Tarzan/Beastmaster types, something for the Spellslinger wannabes, something for those who want a Non-Combat path (saves, perhaps), and some flavorful Ranger-Only Feats (some of which could perhaps be shared with Barbarians and Druids). Then, allow the Ranger's player to select their "Path".

No more complicated than the Fighter or Wizard currently is, fits multiple archetypes, solves front-loading and Ranger only being taken for one level, and also solves almost all of the "Ranger Problems".

The only other thing you need is a way to allow a choice between spell-using and non-spellcasting Rangers. This, too, can be done in a similar fashion, two ways. Either make limited spell use a Ranger-Only Feat. Or, make Ranger-Only Feats that allow a spell to be traded away for another wilderness ability (such as Pass Without Trace, or Speak With Animals, for instance).
 

Well, the way I see it, Rangers were a fun class in 2e (if anything, they suffered from a lack of .. direction? focus?) that may or may not have been ideally suited to various archetypes and character concepts inspired by such characters as Aragorn, Robin Hood, various early American folk heroes, et al. Namely, a wilderness warrior who used savvy and stealth to master the wilds rather than brute force and steel plating.

Now 3rd Ed. rolls around with it's mantra of "character diversity and customization". I love 3e, I love what it's done to character development, etc. As a reminder/basis for comparison:

Fighters get feats out the wazoo, get to pick their progression, through which they can define a variety of diverse character concepts, ranging from mounted combat to cleaving fiends to swashbuckling masters. They can be strong, dextrous, or just plain hale and hearty, all with good character development potential. Barbarians, on the other hand, are limited to standard feat development, but get a good rage mechanic, some good uncanny dodge bonuses, and some outdoorsyish skills. Monks get unarmed attack benefits with more attacks per round, as well as a gamut of bonus specialty attack feats to emulate your favorite features of martial arts.

Mages got some differentiation: sorcerors for spontaneous spell slinging, wizards for studious, carefully prepared masters of the most powerful arcane. And bards with their little jack-of-all-trades shoe in the door, of course.

Thieves got to be rogues -- guild pickpocket, dungeon delver/tomb robber, party scout, fast-talking scoundrel, take your pick. They've got the class skills and the skill points to use a fair number of em, but again -- you choose your specialties, and in the process can define a diverse set of characters. Ditto bards on the diplomatic side, again with their jack-of-all-trades.

Priests get some definition with spell list face-lifts, clerics get the onus of party-rod-of-cure-light lifted from their shoulders with spontaneous healing. Druids get a bunch of fun toys like wild shape and a hearty spell list. Paladins remain beefy warriors and moderate pseudo-clerics.

Now that we've summed up everything else, look at a ranger. They keep the TWF stuff (which I agree, is pretty much an incentive to stay in light armor, artificially 'forcing' you into the sneaky archetype above) and get a good assortment of class skills to make a stealthy, wilderness-savvy character. Only they get jack for skill points, so you end up choosing one or the other. You can beef up your wilderness lore, animal empathy, intuit direction, spot, and listen to become a master of the wild, or you can do move silently, listen, spot, and wilderness lore and become a stealthy wilderness scout. In any case, tracking has always been hurting in my opinion, as whatever I'm tracking can invariably outrun me if I'm tracking it. Same with foraging. I can understand harsh movement rate penalties for non-rangers and maybe young rangers, but isn't the point of being a ranger to become a master at those kinds of things?

Add to this a relatively meager favored enemy system, by which the favored enemy that you can use early on (your first) ends up with monstrous bonuses, but the ones you might take later (most likely stronger enemy categories) end up with +2s or +1s at 20th. Remind me to cheer for those underwhelming top favored enemies while I use my +5 bonus vs. kobolds. Add to that a still pathetic spell list (or rather, complete lack of spells/day progression), and you just run out of things to look forward to in a straight-classed ranger beyond, oh, 6th? Maybe 10th if you're really into that TWF, but heck, you may as well spend a couple levels on fighter and get bonus feats rather than suffer through 10 levels of ranger.

In any case, I've always viewed the mild front-loading (I don't consider a bonus feat and two virtual feats too excessive, but then I don't play human characters with just one level of ranger either -- I generally force myself to invest high enough to get a couple spells.. so from my perspective moving the TWF stuff up a few levels or adding them at 2nd and 3rd or something would probably be appropriate) and complete lack of anything in the 8-20 range to be evidence that the 3rd ed. ranger is really an invitation to make your ranger character by taking a couple levels of ranger and then adding rogue/fighter/barbarian as you see appropriate to fill out your character. Want a wilderness archer? Rng1/FtrX, take archery bonus feats. Want a TWFing tracking scout? Rng4/RogX.. the 4 levels of ranger get you a few good spells for the character concept, and time to dump skill points into wilderness lore and intuit direction. Then beef up your mildly neglected move silently, hide, search, spot, and listen skills with the copious rogue points. How about a beastmaster warrior? RngX/DruX or Rng1-3/DruX/FtrX. Pick up animal empathy points with the ranger skills, along with BAB. Collect befriended and summoned animals with the druid levels.

Is this the optimum solution? No, I think that people should be able to take their ranger characters down the paths that embody the various ranger archetypes with a straight ranger class. If trying to embrace all the archetypes that fall best under 'ranger' in the current class list makes rangers too powerful, then start offering things as either/or progressions, or divide the class into two (there's room to do it if you want.. you could easily create a 'paladin mirror' and a straight non-casting woodsman class in the same system and still have two healthy classes, imo.). Things as basic as what's been mentioned above shouldn't require multiclassing to obtain a good picture. The tables for rangers past 10 shouldn't be wasted space in the PHB, heh. And to finish it off, I don't think anybody could contend that any other class has near the stagnation at high levels as the ranger does. And that's what gets people upset and annoyed.

Good lord, I just wrote a book!
 
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3.5e Ranger

I think it's worth pointing out that the latest version has something called "Track while Running", or somesuch... That should solve the tracking problem...

(I did the same in my version by increasing the Ranger's movement rate across the first three levels, ala the Barbarian, and didn't lower it for vegetation, ala the Druid).
 


Korimyr the Rat said:
That's one of my pet peeves, about Rangers in 2e.

Second Edition AD&D predates the earliest book in which Drizzt appeared, the Crystal Shard, by over a year.

Actually, they were published the same year, 1988. Within '88, the Crystal Shard, IIRC, appeared first. The design team must have been influenced by the manuscript of the novel--there's no other logical reason for the 1st ed ranger being transformed into the TWF king he was in 2nd ed.

There's no way that Drizzt could have influenced the game in such a fashion-- if anything, the 2e Ranger's two-weapon fighting ability is why Drizzt became so capable.

Nope. Being drow, he would've been the same (or, actually more powerful--see 1st ed rangers and UA drow) in 1st ed.
 

I don't know why people assume that those who aren't happy with the ranger class are looking for more power.

I would gladly give up all combat style feats for something like improved Wilderness Lore. The +1 BAB is more than enough to satisfy the power-gamer lurking within me ... it doesn't also need to be able to use favored-enemy damage an extra time per round.

As for Drizzt...

King Henry (a moderator) discussed that before. In 1.5e :D TSR introduced a product (UA) that gave dorw TWF. They contacted Salvatore and told him this before he released his first Drizzt book.

However, Drizzt was popular. This may or may not have been the reason why rangers were given TWF in 2e. Maybe they just didn't want to change anything.

Drizzt's popularity grew, and WotC didn't want to change the system too much from 2e to 3e. Huge changes were made, but lots of spells didn't change, for instance.

The biggest things that differentiate rangers from fighters in 3.0e are:

1) More skills, so you can be a woodsman and live off the land. (There weren't enough skill points IMO, but this is the thing ranger players were looking for.)

2) Favored enemy. Now this one is difficult; the only ranger I've seen using favored enemy is Aragorn. I've never seen Drizzt use his, nor Robin Hood, nor the Roy's Rangers, nor ... well, any other ranger.

Just to make things more complicated, the favored enemy ability is really hard to balance. It applies to such a narrow range of creatures, unlike say sneak attack.

Do I want more damage to make up for this? No. My inner power-gamer isn't just satisfied, he's full to the bursting point.

3) Two-Weapon Fighting. This has nothing to do with the ranger concept - at all. No one said you had to be an aggressive "Anakin SKywalker" wannabe, and you couldn't even use it to replicate Robin Hood's quarterstaff prowess.

In 2e, it was there for the power gamers, I guess. (I abused 2e's TWF so thoroughly that I decided to stop playing ranger. I wasn't a ranger, just a TWF munchkin.) In 3e, it was too wimpy even for that.

4) Spells. This is always a controversial topic.

5) Animal Friendship. See point 1, especially about not having enough skill points.
 
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Steveroo said:
I think it's worth pointing out that the latest version has something called "Track while Running", or somesuch... That should solve the tracking problem...

Yeah, I was really excited and pleased to see track on the run mentioned as a possibility, and I'm curious to see how they reworked favored enemies.
 

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