SkeleTony wrote:1)While archers Do have a place in the heroic fantasy genre, Rangers are more iconic to this genre and while a simple 'archer' is basically just a warrior specializing in archery(you could replace "knight" with "warrior" or "Fighter" and cover a slew of these types), they become a hindrance when they either run out of ammo or are closed in on by enemies in melee.
2)A Ranger is traditionally a hybrid between an archer and a druid(like 75% archer, and 25% Druid), they also have some specialized skills that only rangers should have(tracking, scouting etc.). In short, when they run out of arrows, they still have other abilities to contribute(melee, spellcasting, animal companions, stealth, tracking etc.).
MonkeyLancer wrote:SkeleTony wrote:1)While archers Do have a place in the heroic fantasy genre, Rangers are more iconic to this genre and while a simple 'archer' is basically just a warrior specializing in archery(you could replace "knight" with "warrior" or "Fighter" and cover a slew of these types), they become a hindrance when they either run out of ammo or are closed in on by enemies in melee.
2)A Ranger is traditionally a hybrid between an archer and a druid(like 75% archer, and 25% Druid), they also have some specialized skills that only rangers should have(tracking, scouting etc.). In short, when they run out of arrows, they still have other abilities to contribute(melee, spellcasting, animal companions, stealth, tracking etc.).
While certain names may bring certain connotations to some, but I don't think that they are all universal or iconic to all. Personally, I prefer the idea of it being open to interpretation, why limit it to the name archer, which pigeon holds into only type of skirmishing character when there are crossbowman, slingers, javelin throwers etc. Why limit rangers to use two weapon using or archery characters , when in real life tradition of rangers they are just 'range wardens' to police forested areas which could mean axemen, or spearmen or anything really...
that probably doesn't help
Anyway, I also like the idea of creating ranged combatants without the nature flavor added periodically too.
The problem I have with this is that in the world of video games I've rarely seen the Ranger being a useful class. In a pen and paper game I figure tracking and stealth would be nice to have.2)A Ranger is traditionally a hybrid between an archer and a druid(like 75% archer, and 25% Druid), they also have some specialized skills that only rangers should have(tracking, scouting etc.). In short, when they run out of arrows, they still have other abilities to contribute (melee, spellcasting, animal companions, stealth, tracking etc.).
That is true but ranged combat is often perceived as weaker than melee and maybe an archer class could change that perception. Just like the Archer in Baldur's Gate 2 he could have a very high ranged attack bonus (more than the fighter's) and called shots (which a fighter can't do) in exchange for lower HP, light armour, no extra feats.That is fine to want to create an archer who is NOT a ranger/Nature guardian type and again, you can do that with a more generic "warrior"/fighter specializing in bows/archery/whatever.
From high dexterity they would automatically get good initiative rolls. They could also receive something like the barbarian's uncanny dodge (immune to flat-footed).guvnor wrote:I'd also give them bonuses against animals and surprise encounters in the wilderness.
Sounds good.guvnor wrote:They should have the ability to craft basic items made out of leather or wood, as well as archery weapons and arrows/bolts of sleep and poison.
BlueSalamander wrote:The problem I have with this is that in the world of video games I've rarely seen the Ranger being a useful class. In a pen and paper game I figure tracking and stealth would be nice to have.2)A Ranger is traditionally a hybrid between an archer and a druid(like 75% archer, and 25% Druid), they also have some specialized skills that only rangers should have(tracking, scouting etc.). In short, when they run out of arrows, they still have other abilities to contribute (melee, spellcasting, animal companions, stealth, tracking etc.).
Rangers are not very good in melee combat because they wear light armour.
The favoured enemy encourages metagaming (Lair of the Beholder? let me roll a ranger specialised in aberrations).
The spellcasting is extraordinarily weak, at level 4 he can cast a single level-1 spell (with a wisdom of 12 or more), usually Cure Light Wounds. Compare that with the Paladin, which gets Lay on hands healing from level 1, as well as heavy armour proficiency and d10 hit points. In the domain of archery, the ranger isn't any better than the fighter.
I like animal companion and the nature-focused spells, but I think Druid is a much better recipient for these than Ranger.
That is true but ranged combat is often perceived as weaker than melee and maybe an archer class could change that perception. Just like the Archer in Baldur's Gate 2 he could have a very high ranged attack bonus (more than the fighter's) and called shots (which a fighter can't do) in exchange for lower HP, light armour, no extra feats.That is fine to want to create an archer who is NOT a ranger/Nature guardian type and again, you can do that with a more generic "warrior"/fighter specializing in bows/archery/whatever.
Edit 2 - At the moment I'm more leaning towards leaving aside all crafting, to better control PC equipment and make item discovery more exciting.
That sounds similar to the phase-based system used in Wizardry 8, did you like that one?I mean simultaneous turns.
BlueSalamander wrote:That sounds similar to the phase-based system used in Wizardry 8, did you like that one?
The Combat Sequence
In real life, combat is one of the closest things to pure anarchy. Each side is attempting to
harm the other, essentially causing disorder and chaos. Thus, combats are filled with
unknowns--unplanned events, failed attacks, lack of communication, and general
confusion and uncertainty. However, to play a battle in the game, it is necessary to
impose some order on the actions that occur. Within a combat round, there is a set series
of steps that must be followed. These steps are:
1. The DM decides what actions the monsters or NPCs will take, including casting
spells (if any).
2. The players indicate what their characters will do, including casting spells (if any).
3. Initiative is determined.
4. Attacks are made in order of initiative.
These steps are followed until the combat ends--either one side is defeated, surrenders,
or runs away.
NPC/Monster Determination: In the first step, the DM secretly decides in general
terms what each opponent will do--attack, flee, or cast a spell. He does not announce his
decisions to the players. If a spell is to be cast, the DM picks the spell before the players
announce their characters' actions.
Player Determination: Next, the players give a general indication of what their
characters are planning to do. This does not have to be perfectly precise and can be
changed somewhat, if the DM decides circumstances warrant.
If the characters are battling goblins, a player can say, "My fighter will attack" without
having to announce which goblin he will strike. If the characters are battling a mixed
group of goblins and ogres, the player has to state whether his character is attacking
goblins or ogres.
Spells to be cast must also be announced at this time and cannot be changed once the
initiative die is rolled.
Before moving on, the DM will make sure he has a clear idea of not only what the
player characters are doing, but also what actions any hirelings and henchmen are taking.
Once he has a clear view of everything that's likely to happen, the DM can overrule any
announced action that violates the rules (or in the case of an NPC, is out of character).
He is not required to overrule an impossible action, but he can let a character attempt it
anyway, knowing full well the character cannot succeed. It is not the DM's position to
advise players on the best strategies, most intelligent actions, or optimum maneuvers for their characters.
Initiative: In the third step, dice are rolled to determine initiative, according to the
rules for initiative (see "Initiative" below).
Resolution: In the last step, PCs, NPCs, and monsters make their attacks, spells occur,
and any other actions are resolved according to the order of initiative.
The above sequence is not immutable. Indeed, some monsters violate the standard
sequence, and some situations demand the application of common sense. In these cases
the DM's word is final.
Rath is leading a party through the corridors of a dungeon. Right behind him are
Rupert and Delsenora. Rounding a bend, they see a group of orcs and trolls about 20 feet
away. No one is surprised by the encounter.
The DM has notes telling him the orcs are hesitant. He secretly decides that they will
fall back and let the trolls fight. The trolls, able to regenerate, are naturally
overconfident and step forward to the front rank (cursing the orcs at the same time) and
prepare to attack. Turning to the players, the DM asks, "What are you going to do?"
Harry (playing Rath, a dwarf who hates orcs): "Orcs?--CHARGE!"
Anne (playing Delsenora the wizard): "Uh--what!? Wait--don't do that . . . I was going to
. . . now I can't use a fireball."
DM: "Rath is charging forward. Quick--what are you doing?"
Jon (playing Rupert, the half-elf, to Anne): "Cast a spell! (To DM) Can I fire my bow
over him?"
DM: "Sure, he's short."
Jon: "OK, I'll shoot at orcs."
DM: "Anne, tell me what Delsenora's doing or she'll lose the round trying to make up her
mind!"
Anne: "Got it!--Acid arrow spell at the lead troll."
DM: "Fine. Harry, Rath is in front. Roll for initiative."
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