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fuindordm said:
But I think the question we should really be asking is this:

WHAT DISTINGUISHES THE RANGER FROM THE ROGUE?

The ranger is a survivalist of natural and wilderness environments.

The rogue thrives on civilization.

I believe those are the focus that should be kept when designing the ranger and rogue, cause most of the class features should make each of them better at surviving in its particular environment.

For example, the rogue may have class abilities derived from social skills and deception, even regarding his combat role. Perhaps he can have a talent tree related to sneak attacks, denying foes their dexterity and dodge bonus, making them provoke attacks of opportunity...
 
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RigaMortus2 said:
Regarding Druids, I think there should be three main types or themes, which can each have their own Talent tree to build. One should center on plants, one should center on animals, and one should center on weather.

JMHO

thats definitively a cool way to do it too. i think their should be little overlap though, if this is the case.
 
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CleverNickName said:
I'd like to see druids with their own power source instead of lumping them into divine (perhaps they could be powered by gaia?) Move all of the animal handling, plant-controlling, weather-calling spells and abilities to druid-only talent trees, also...that way, they are more than just leather-clad clerics.

My two cents, anyway.

I fully agree. If nature gets its own power source, they could give alittle of that to the ranger and it makes a whole lot more sense. ranger and divine just don't mix.
 

Dragonblade said:
They may not do as much damage as a Fighter against mortal foes, but against undead, and evil outsiders, the paladin's damage dealing should be second to none. The paladin's holy aura should also render them largely immune to the special attacks of undead and evil outsiders. They should also be able to inspire their allies (i.e. boost them) and also heal themselves and their allies when necessary.

That's so WoW ... ;)
 

KarinsDad said:
Highly resistant, not largely immune.

I think immunities in DND should go the way of the Dodo except for basically non-living creatures like constructs.

Living creatures should typically have various defenses (or resistances) against various attacks, but not immunities.

You're right, I agree. :)
 


Zebediah Magus said:
The ranger is a survivalist of natural and wilderness environments.

The rogue thrives on civilization.

Interesting thought, melding the two classes together. In many respects they are very similar, and perhaps with 'talent trees' {or whatever mechanic 4E uses to diversiy within a class} we could see this actually work.

A single class with the following talent trees, of which a PC would only be able to dabble in all or fill out one or two:

- City Knowledge, grants bonuses to social skills and related stuff, improved stealth in urban environs
- Wilderness Knowledge, grants resistances to natural elements and Survival
- Skirmisher, melee fast-in/fast-out combat benefits
- Hunter, ranged combat benefits, improved steath in natural environs
- Adept, limited spell selection
- Disabling Strike, sneak attack/improved critical
- Armored Warrior, melee benefits for a second string fighter type
- Guide, abilities to share protections of City or Wilderness knowledge with allies.

or something like that :)
 

Exen Trik said:
There is not a single ideal answer for any of class, because classes need to fill multiple roles and concepts. You not only have the basic archetypes, but mixes of those archetypes, subversions of them, and stuff straight out of left field. Classes need to be able to fill all these roles equally, while still being clearly defined about what they are and (perhaps more importantly) what they are not.
This is actually one of the major problems with editions before 4th. Classes were SO odd and fulfilled so many roles that no one knew what to do with them. Druid and Bard are the two I find searching for their roles the most often.

As a Druid some new players will use the animal companion and some buff spells on them and stand back and watch, playing them as an animal companion class. Some will ignore their animal companion and instead wildshape all the time and turn themselves into a tank. Some of them will use spells like call lightning and flame strike all the time and play a blaster. Some will summon creatures all the time and be a summoner.

Experienced players (and especially power gamers) will combine all the roles in a way that makes them much, much more effective than running the roles individually. Thus, creating a scenario where Druids are considered to be one of the most powerful classes.

I believe Druids will see a large change in 4th Ed, more than a lot of other classes. I think they will lose some of their traditional powers to make them better at their role and worse at things that aren`t their role. Don`t expect to be able to be a Druid who wildshapes, summons, blasts, has a pet, and heals. One who can function as a Defender, Striker, Controller, or Leader whenever they want.
 

For a specialist wizard, while they should feel a great deal like a wizard, they should also feel distinctive. In addition to spell selection, other aspects of the specialist class should change. (The Master Specialist PrC has good ideas here, as do the UA specialist variants.)

A necromancer should be more comfortable around the undead and probably be off-putting to the living, even if they don't know he's a necromancer.

An illusionist should be deceptive and mysterious, including having access to Bluff, Hide and Sleight of Hand (or the equivalent) as class skills.

An enchanter shouldn't have to use magic to sway people's opinions. They should naturally want to do what an enchantress wants.

Their familiar choices should be different (maybe with one or two additional ones available for each specialty). Maybe the specialty should function like a template applied to the core class, taking a bit away, and adding a bit as well.
 

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