Sunday, November 20, 2016

For Man or Beast -- The Druid and The Ranger (Beta 4)

Today's post focuses on two classes that appeared in 4e D&D's "Heroes of the Forgotten Kingdoms" (a book in the 'Essentials' line.) The four classes featured in that book could probably be glossed as the "2nd-team All-Stars" of D&D (particularly the 4e/Essentials paradigm) coming after the "big 4" of Cleric, Fighter, Rogue, and Wizard.

Without further ado, I present:


The Ranger was one of the original 5 classes, from the very earliest beginnings of The Next Project, holding down the d8 slot on that first slate.  It seemed a fit for the weapons a Ranger would typically use in D&D, and for giving them a decent amount of HP; it also works really well for the prescribed function of the class die within this game's framework.

When the idea of expanding the game to a 2nd slate started to gain steam, Druid was one of the first two classes I was interested in doing (Monk being the other, with Warlord being a popular "fan favourite.") At the time, I felt it made sense to have the Druid as a d8 class -- middle-of-the road, sharing flavour and mechanics with the Ranger.

Through the process of paring down the list of classes I wanted to write, and settling on doing 3 slates, it became clear that Ranger and Druid belonged to the same "power source." And so, because of that, one of them would have to be moved to a different class die.

I decided to shift the Druid down to the d4 slot. It made sense as a die that could be used to add HP to the class when they shapechanged, without pushing those numbers outside of the existing bounds. And it seemed like a logical step to just convert the class from "1d8 math to 2d4 math."

I also wanted to use the d4 as the Summoner archetype's limit on how many 'minions' they could control, in contrast with the Mystic's utilization of the d10. However, this ended up being implemented differently than I had originally planned -- largely due to the move away from using abilities from other classes (as was also done with the new Bard.) The Summoner no longer uses pre-existing summoning abilities; instead, it has its own unique mechanic for summoning, which works similar to the new Ki mechanic for the Monk (itself a d4 class.)

Wanting to keep classes to only 2 archetypes, I knew that having Shapeshifter and Summoner under 'Druid' would mean moving the Shaman archetype off to somewhere else; stay tuned for the Guardian class in an upcoming post, if you're wondering where it ended up.

The Ranger hasn't changed a whole lot since its inception, aside from having the archetype framework added onto it; this was when the class inherited the Beastmaster archetype from a previous Summoner class. Likewise, the Druid was completed very late in Beta 3, and so hasn't seen nearly as many iterations as some other classes. Overall I think this update removes some of the clunkiness that the d8 version had, with trying to juggle its 3 archetypes.

In terms of skills, I decided to play with the math on these two classes a little bit; no guarantees I'll keep things this way, but we'll see how it shakes out in playtesting. I didn't want the Druid to be able to use its forms to always be the best at whatever the party needed for skills, so I like the interaction of the d4 class die with Expertise for them. Likewise, the Ranger using its class die for skills interacts in a neat way with its Expertise bonuses, and makes them truly the master of the outdoors.

Along with the Barbarian class (which was completed prior to kicking off "50 Days of Design") the Druid and the Ranger fit onto the slate I'm referring to as:
"Heroes of the Wilderness"
 As of right now, the previously-mentioned 'Scout' class will instead be made an archetype, under the umbrella of a 'Warrior' class; along with the Guardian, these 5 classes complete this "3rd slate."

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Coming up on the next blogpost:

  • The Cleric
  • The Mystic

Check back on Nov. 30th!

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