#1 It's about class, character classes DnD
Posted: Wed Feb 11, 2009 11:34 pm
I'm gonna do something a bit pretentious. I'm gonna open a discussion on the "soul" of the various character classes of DnD and of course give my opinion. For the purpose of the discussion we're going to go one class at a time and use the main nine from the 3.5 Player Handbook. Apologies to the 4th edition fans.
We'll start with the class that holds the prize place in my mind. The ranger.
Operating in the wild lands, with an deep understanding of his environment, he's fighting a war, alone and with little to no support. He's fighting in his enemies backyard, stalking them, sliding around their guard... and killing them without mercy.
The Ranger the paramount Guerrilla fighter of fantasy, the spec-ops commando. He's not suppose to fight in stand up, conventional fights but to brutally ambush his opponent, kill quickly and fade away, in the bad guy's own living room. He's the first and likely last line of defense for civilization and he does it with little to no support.
Let me trot some of the recent (and not so recent) ranger archtypes to back this up.
The Dunedain: Tolken's rangers, the men of the north engaged in a generation long battle to hold back the minions of Sauron in the wilds away from the settlements of Men and Hobbits. The people they're defending have no clue what's going on and some of them treat the Dunedain with disdain. The war is exhausting and hard on them (it would claim Aragon's father before Aragon's 1st birthday) keep their numbers and resources low until after the War of the Ring ends the conflict. Aragon is the paragon of this group. (See Middle Earth works by Tolken)
The Justicar: When the half fiend Iuz led his legions to war, some got caught behind his lines of advance. Hunted by the undead, hounded by the demonic, only the best survived to hit back. Justicar earned his spurs in this environment hitting the supply lines and reinforcement columns of Iuz. After the war he would continue to operate on the frontier and working for commission if he felt the problem was hurtful to the common good. (See White Plume Mountain, Descent into the Depths of the Earth and Demonweb Pits by Paul Kidd)
Martin: The huntsmaster of an isolated Keep, bastard of an not so unknown father and an elf friend. When his home is laid siege to Martin fights by attacking the besiegers in the woods surrounding the fortress to the point of out stealthing Dark elves and using them as weapons against his enemies. (See Magician Series by Raymond Feist).
What do these guys have in common? Good survival skills, stealth abilities and hitting power. The Justicar for example had to hide out from fucking demons and conduct a one man war against a force made up largely of undead. The Dunedain were fighting Orcs backed up by the WitchKing. Martin was fighting an entire bloody army.
Hit and Run should be the running theme for any Ranger class.
Now it's your turn folks do I have it or am I just crazy? When we reach an general agreement I'll move on to our next class (yes I will take suggestions as long as it's one of the Player Handbook ones).
We'll start with the class that holds the prize place in my mind. The ranger.
Operating in the wild lands, with an deep understanding of his environment, he's fighting a war, alone and with little to no support. He's fighting in his enemies backyard, stalking them, sliding around their guard... and killing them without mercy.
The Ranger the paramount Guerrilla fighter of fantasy, the spec-ops commando. He's not suppose to fight in stand up, conventional fights but to brutally ambush his opponent, kill quickly and fade away, in the bad guy's own living room. He's the first and likely last line of defense for civilization and he does it with little to no support.
Let me trot some of the recent (and not so recent) ranger archtypes to back this up.
The Dunedain: Tolken's rangers, the men of the north engaged in a generation long battle to hold back the minions of Sauron in the wilds away from the settlements of Men and Hobbits. The people they're defending have no clue what's going on and some of them treat the Dunedain with disdain. The war is exhausting and hard on them (it would claim Aragon's father before Aragon's 1st birthday) keep their numbers and resources low until after the War of the Ring ends the conflict. Aragon is the paragon of this group. (See Middle Earth works by Tolken)
The Justicar: When the half fiend Iuz led his legions to war, some got caught behind his lines of advance. Hunted by the undead, hounded by the demonic, only the best survived to hit back. Justicar earned his spurs in this environment hitting the supply lines and reinforcement columns of Iuz. After the war he would continue to operate on the frontier and working for commission if he felt the problem was hurtful to the common good. (See White Plume Mountain, Descent into the Depths of the Earth and Demonweb Pits by Paul Kidd)
Martin: The huntsmaster of an isolated Keep, bastard of an not so unknown father and an elf friend. When his home is laid siege to Martin fights by attacking the besiegers in the woods surrounding the fortress to the point of out stealthing Dark elves and using them as weapons against his enemies. (See Magician Series by Raymond Feist).
What do these guys have in common? Good survival skills, stealth abilities and hitting power. The Justicar for example had to hide out from fucking demons and conduct a one man war against a force made up largely of undead. The Dunedain were fighting Orcs backed up by the WitchKing. Martin was fighting an entire bloody army.
Hit and Run should be the running theme for any Ranger class.
Now it's your turn folks do I have it or am I just crazy? When we reach an general agreement I'll move on to our next class (yes I will take suggestions as long as it's one of the Player Handbook ones).