UndyingSolon
2016-04-16, 08:43 AM
I've had this idea rolling around my head for a while. People have been talking about their disappointment with the Ranger class for a while, and I think that it is great how WotC has been asking questions during their monthly surveys and play testing different ideas trying to come up with a solution to help players and DM's come to a satisfying conclusion.
A main complaint is the mechanics are either not as powerful as as the other classes (Beastmaster in particular), but I want to focus on how the class feels. Something had been bugging me in regards to the Ranger class since I first picked up the Player’s Handbook, but I could not quite place why. That is, until recently when a friend of mine, after a lengthy discussion after his failed attempt to take down a Stone Giant, muttered in frustration "Aragorn could have pulled it off... Rangers should be built like him."
While I disagree with that premise, something sank in. To look at the iconic Rangers we think of (Longstrider, Drizzt, Richard Sypher) and emulate them is what most players want when they choose to play that class. Yes, we want our own stories and moments of glory, we adapt to varying DM styles and party dynamics, but those are the ideas we start from when we build these types of characters. And, as the system is right now, that isn’t possible. Rangers have two archetypes, which seems restrictive to me. Shouldn’t players be able to create characters as varied as the fictional heroes that serve as the inspiration for the class?
When I was thinking of how the class could be redesigned, I tried to think of the different Rangers I've played, from 3, 3.5, Pathfinder, to similar classes from other role-playing games. I took in ideas from friends and fellow tabletop players, and from videogamers and fantasy fans, and discovered that Rangers have potentially the most varied identity in Tabletop RPG's. There is something about the mix of the connection with nature, the situational adaptation and specialization of the mechanics, the idea of a fighter and caster, and the tie to popular culture that makes everyone have an idea as to what a Ranger is SUPPOSED to be. So, mechanically, there should be a great variation to how a Ranger is built mechanically.
So, I chose to start the conversation around the most varied class in 5e: The Warlock.
“But wait!” you say to yourself, “Warlocks have 3 Patron choices. Even with Unearthed Arcana variants, Clerics and Wizards have them beat by a mile.” Except...
Except, there are two stages of choices to be made by Warlocks: Patrons AND Boons. Not only is there a significant mechanical difference made by the Warlock player at level one, the ability to then make ANOTHER huge mechanical decision at a later level does not just add variation to the class.
It multiplies it.
Functionally, there are 9 different Warlock Archetypes. 3(Fiend, Archfey, or Old one) x 3(Blade, Tome, or Chain)
Any addition from later sources just to the Patron (such as the Positive Energy one from UA) would not just add one variation, but three. If a new Boon were to be developed, it would add variation equal to the number of Patrons. This seems to provide for the variation that players desire for the Ranger.
Here's how I view the mechanics of the Warlock: The Patron provides a Purpose to the class, mechanics dependent on the backstory and theme of the character, while the Boon provides a mechanical Implementation that relies on playstyle. When I talked to various people about the Purposes of their Rangers, the concept of what drives the character in their games, and what bonuses and class features would set them apart from others mechanically, they had some great ideas (some might seem extremely situational, but these are just launching points for discussion):
Survivalist: Thrown into the harshest environments by uncontrollable circumstances, Survivalists have an unbreakable adaptability to deadly situations; advantage on Survival checks and death checks, and a proficiency with improvised weapons
Defender: Sworn protectors of groups of people or places, Defenders exhaust every option when forced to hold against an overwhelming assault; defense bonuses against multiple enemies, Help as a bonus action, advantage on Athletics checks
Naturalist: At one with Nature, Naturalists are compelled to protect the natural order of the world, defending it from creatures and individuals that would corrupt it; advantage on Nature checks, can use insight checks in natural terrain to add conditions similar to Battlemaster maneuvers (DM discretion), can always find shelter and food in natural terrain
Implementations of the Rangers as players have used them in the past focus on a specific mechanic that drew the player to the Ranger in the first place and emphasizes it. The choice would come at level 3:
Hunter: Hunters have chosen to specialize in tracking down foes on the run; Favored Prey bonuses, Investigate bonuses, use of traps
Greenseer: Greenseers have trained themselves in Druidic magic to enhance their fighting capabilities, Favored Terrain bonuses, use of magic similar to Eldritch Knight with Druid spell list
Juggernaut: Juggernauts have trained to be on the frontlines of a battle, having conditional training against specific foes; Favored Enemy bonuses, attack bonuses vs single opponents, eventually heavy armor
Beastmaster: Beastmasters have sent a piece of their spirit into the wild, having it connect to a beast to aid them in their Purpose; Animal Companion, Animal Handling bonuses, feral features dependent on animal companion type (claws, leaping, sight, charge bonus, etc)
As it is, it would make 12 variations of the Ranger that, in my opinion, feel different from one another. You can already start to see where mechanics from the classes as they currently are and from previous editions would fall into place
What do you munchkins think? As I said, this is all speculation and at a very early stage of concept, so throw at me your suggestions.
A main complaint is the mechanics are either not as powerful as as the other classes (Beastmaster in particular), but I want to focus on how the class feels. Something had been bugging me in regards to the Ranger class since I first picked up the Player’s Handbook, but I could not quite place why. That is, until recently when a friend of mine, after a lengthy discussion after his failed attempt to take down a Stone Giant, muttered in frustration "Aragorn could have pulled it off... Rangers should be built like him."
While I disagree with that premise, something sank in. To look at the iconic Rangers we think of (Longstrider, Drizzt, Richard Sypher) and emulate them is what most players want when they choose to play that class. Yes, we want our own stories and moments of glory, we adapt to varying DM styles and party dynamics, but those are the ideas we start from when we build these types of characters. And, as the system is right now, that isn’t possible. Rangers have two archetypes, which seems restrictive to me. Shouldn’t players be able to create characters as varied as the fictional heroes that serve as the inspiration for the class?
When I was thinking of how the class could be redesigned, I tried to think of the different Rangers I've played, from 3, 3.5, Pathfinder, to similar classes from other role-playing games. I took in ideas from friends and fellow tabletop players, and from videogamers and fantasy fans, and discovered that Rangers have potentially the most varied identity in Tabletop RPG's. There is something about the mix of the connection with nature, the situational adaptation and specialization of the mechanics, the idea of a fighter and caster, and the tie to popular culture that makes everyone have an idea as to what a Ranger is SUPPOSED to be. So, mechanically, there should be a great variation to how a Ranger is built mechanically.
So, I chose to start the conversation around the most varied class in 5e: The Warlock.
“But wait!” you say to yourself, “Warlocks have 3 Patron choices. Even with Unearthed Arcana variants, Clerics and Wizards have them beat by a mile.” Except...
Except, there are two stages of choices to be made by Warlocks: Patrons AND Boons. Not only is there a significant mechanical difference made by the Warlock player at level one, the ability to then make ANOTHER huge mechanical decision at a later level does not just add variation to the class.
It multiplies it.
Functionally, there are 9 different Warlock Archetypes. 3(Fiend, Archfey, or Old one) x 3(Blade, Tome, or Chain)
Any addition from later sources just to the Patron (such as the Positive Energy one from UA) would not just add one variation, but three. If a new Boon were to be developed, it would add variation equal to the number of Patrons. This seems to provide for the variation that players desire for the Ranger.
Here's how I view the mechanics of the Warlock: The Patron provides a Purpose to the class, mechanics dependent on the backstory and theme of the character, while the Boon provides a mechanical Implementation that relies on playstyle. When I talked to various people about the Purposes of their Rangers, the concept of what drives the character in their games, and what bonuses and class features would set them apart from others mechanically, they had some great ideas (some might seem extremely situational, but these are just launching points for discussion):
Survivalist: Thrown into the harshest environments by uncontrollable circumstances, Survivalists have an unbreakable adaptability to deadly situations; advantage on Survival checks and death checks, and a proficiency with improvised weapons
Defender: Sworn protectors of groups of people or places, Defenders exhaust every option when forced to hold against an overwhelming assault; defense bonuses against multiple enemies, Help as a bonus action, advantage on Athletics checks
Naturalist: At one with Nature, Naturalists are compelled to protect the natural order of the world, defending it from creatures and individuals that would corrupt it; advantage on Nature checks, can use insight checks in natural terrain to add conditions similar to Battlemaster maneuvers (DM discretion), can always find shelter and food in natural terrain
Implementations of the Rangers as players have used them in the past focus on a specific mechanic that drew the player to the Ranger in the first place and emphasizes it. The choice would come at level 3:
Hunter: Hunters have chosen to specialize in tracking down foes on the run; Favored Prey bonuses, Investigate bonuses, use of traps
Greenseer: Greenseers have trained themselves in Druidic magic to enhance their fighting capabilities, Favored Terrain bonuses, use of magic similar to Eldritch Knight with Druid spell list
Juggernaut: Juggernauts have trained to be on the frontlines of a battle, having conditional training against specific foes; Favored Enemy bonuses, attack bonuses vs single opponents, eventually heavy armor
Beastmaster: Beastmasters have sent a piece of their spirit into the wild, having it connect to a beast to aid them in their Purpose; Animal Companion, Animal Handling bonuses, feral features dependent on animal companion type (claws, leaping, sight, charge bonus, etc)
As it is, it would make 12 variations of the Ranger that, in my opinion, feel different from one another. You can already start to see where mechanics from the classes as they currently are and from previous editions would fall into place
What do you munchkins think? As I said, this is all speculation and at a very early stage of concept, so throw at me your suggestions.