The Ranger As It Was First Published In The Strategic Review 1975
I thought it would be of interest to see the first published version of this D&D class. Obviously the author, TSR and I presume WotC are the copyright holders. I am presenting this out of historic interest and sometimes DMs like to retro up the classes a bit or barrow ideas from older rule sets.
RANGERS I
AN EXCITING NEW DUNGEONS & DRAGONS CLASS
By Joe Fischer
Rangers are a sub-class of Fighting Men, similar in many ways to
the new sub-class Paladins, for they must always remain Lawful or lose all the benefits they gained (except, of course, experience as a fighter). Strength is their Prime Requisite, but they must also have both Intelli- gence and Wisdom scores of at least 12 each, and a Constitution of at least 15. The statistics regarding Rangers are:
Rangers Experience Points Hit Dice* SpelI Ability**
Ru n n e r 0 2 Nil
Strider 2500 3 Nil
Scout 5000 4 Nil
Guide 12000 5 Nil
Pathfinder 25000 6 Nil
Warder 50000 7 Nil
Guardian 100000 8 Nil
Ranger-Knight 175000 9 Cleric, 1st Level
Ranger-Lord 275000 10 +Magic-User, 1st Level
Ranger-Lord, 10th 550000 10+2 +Cleric 2nd Level
Ranger-Lord, 11th 825000 10+4 +Magic-User 2nd Level
Ranger-Lord, 12th 1100000 10+6 +Cleric 3rd Level
Ranger-Lord, 13th 1375000 10+8 +Magic-User 3rd Level
*either with the standard system or the alternate system which allows fighters 8-sided dice
**spell progression is as follows: when only 1st Level are usable, then only one spell is usable, when 2nd Level spells can be taken then the R-L gets 2 1st Level and 1 2nd Level, and at 3rd Level it is 3, 2 and 1 respectively.
Until they attain the 8th level (Ranger-Knight) characters in the Ranger class are relatively weak, for they have a number of restrictions placed upon them, These restrictions are:
- They may own only that which they can carry with them, and excess treasure or goods must be donated to a worthy cause.
- They may not hire any men-at-arms or other servants or aides of any kind whatsoever.
- Only two of the class may operate together.
Advantages which accrue to low-level Rangers are:
+They receive no regular bonuses for advancement due to ability, but they automatically gain 4 experience points for every 3 earned.
+They have the ability to track the path of most creatures when out- doors, and even in dungeons they are often able to follow:
Monsters Action Regular Needs to Track
goes down a normal passage 01-65
goes through a normal door 01-55
goes through a trap door 01-50
goes up/down a chimney 01-40
goes through a secret door 01-30
The ranger so tracking must have observed the monster no more than six turns previously when in dungeon situations. On the outdoor he has a basic 90% chance of following a trail, with a 10% reduction for every day old the signs are.
Because of their ability to track Rangers also are difficult to surprise, requiring a roll of 1 instead of 1 or 2.
All Rangers gain a special advantage when fighting against monsters of the Giant Class (Kobolds - Giants). For each level they have gained they add +1 to their damage die against these creatures, so a 1st Level Ranger adds +1, a 2nd Level +2, and so on.
Upon reaching the 8th and higher levels, Rangers begin to accrue a number of advantages besides the use of spelIs already indicated.
+From 2-24 followers will join the character as soon as 9th level is attained by him. These followers are detailed later.
+Ranger-Knights are able to employ magic items which heal or cure disease, including scrolls.
+Ranger-Lords are able to employ all devices which deal with Clairvoyance, Clairaudience, ESP, Telepathy, Telekenesis, and Tele- portation, including scrolls.
Drawbacks which apply to the 8th and higher levels are:
-The 4 experience points for every 3 earned bonus is lost.
- Followers who are killed cannot be replaced, although regular mercenaries can be.
-As already mentioned, if a Ranger turns Neutral or Chaotic he loses all benefits of the class, becoming an ordinary Fighting Man. Special Followers: For each of the 2-24 followers the Ranger gains a dice roll must be made to determine what the follower is. Further dice rolls to determine type, class, and/or level will also be necessary.
Type
01-60 Man
61 - 75 Elf or Half-Elf
76 - 90 Dwarf
91-99 2 Hobbits
00 Extraordinary (see below)
Class (Men Only)
01 - 50 Fighter
51 - 75 Cleric
75 - 95 Magic-User
95-00 Thief
Multi-Class (Elves Only)
01 - 50 Fighter
51 - 75 Fighter/Magic-User
76 - 90 Magic-User
91 -00 Fighter/Magic-User/Thief
Level of Ability (Roll for each)
01 - 50 2nd Level
51 - 65 3rd Level
66 - 80 4th Level
81 - 90 5th Level
91 - 99 6th Level
00 7th Level
Extraordinary Followers
01 - 20 Ranger, 3rd - 7th Level
21 - 40 Lawful Werebear
41 - 55 2 Unicorns
65 - 70 Pegasus
71 -80 Hill Giant
81 - 90 Stone Giant
91 - 99 Golden Dragon
00 Take two rolls ignoring any 00s which might come up.
Where not otherwise specified Rangers perform as Fighting Men. They may build strongholds. In all cases the Ranger will prefer Lawful to Neutral types.
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