Mystic Class: It needs a little polish, but I like it... I think I might try something like this for my game.
I find the lack of classes deeply frustrating. I've already written up class descriptions for Barbarians & Rangers; right now I'm working on the Bard class. I'm disappointed that GG isn't doing more to make this game compatible with previously published materials. I
have to write the mechanics for the above + the stuff for Druids, Half-Elves, Half-Orks, Gnomes... if I want to get any playability out of my shelf full of DCC modules. Honestly, trying to run a campaign with just the "Core 4... and the tag-along races" is like trying to paint the Mona Lisa with a crayola 8 pack that's missing a few colors.
The idea of adding classes keeps coming up on different threads, and the responses here are fairly typical. The objections follow the same logic most of the time: DCC RPG is set up for enhanced creativity through limiting choices. Honestly, as logic goes... that is some first class double-speak. George Orwell would be proud.
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Here's my version of Ranger: When I wrote it I was using the Appendix N character of Aragorn; no magic spells or animal companions.
Description: A Ranger must have an Agility score of at least 8, because Rangers prefer to fight with 2 weapons and will not train anyone who isn’t capable. They roam the wild places of Áereth keeping watch on all that has been forgotten, fighting to protect Nature’s Balance. They are usually acting under the direction of Druids, but not always. They are not comfortable in urban surroundings, and lose many of their abilities until they are at least 1 mile away from towns & villages, 10 miles from larger cities.
Hit Points: 1d10 + Stamina Bonus
Weapon Training: Masters of the wild, they use a light weapon in each hand to emulate the claws of beasts. So the: Blackjack, Club, Dagger, Handaxe, Quarter Staff (as double or single weapon), & Short Sword are their weapons of choice for melee combat. For ranged attacks they use: Daggers, Darts, Javelins, Short Bow, & Slings. They are also capable of using Long Swords and Spears when necessary.
Armor: Rangers do not use shields or heavy armors as these things slow them down in the wilderness. Also, they are not allowed to wear metal armors if they wish to use their Nature’s Ally Dice.
Alignment: Usually Good
Natures Ally Action Die: Whenever Rangers are within one of their preferred terrain environments: & not wearing heavy armor, then this die functions exactly as a Fighters Attack die & allows the Ranger to use MdoA charts. A Ranger may choose instead to apply this die to any skill checks or Initiative rolls made within preferred environments; but cannot do all of these in the same round. There are no “Urban Rangers”… those are called Thieves…
Two-weapon fighting: Rangers are better at this than any other Class. They Use their own table and ignore the standard rules about multiple action dice: they simply add that attack at the end of the others.
Luck: A Ranger’s Luck always applies to their AC if they are in one of their preferred terrain types.
Rangers & terrain: they start play as masters of one type of terrain, but may master a # of terrain types = their INT bonus. Terrain types are: Arctic, Aquatic (fresh water), Aquatic (salt water) Desert, Forest, Jungle, Mountain, Planes, Subterranean, Swamp, Tidal Zone, Wild-Space.
Ranger 2-weap. Fighting Table:Agility____Primary Hand____Off Hand_____Critical Hits
8-9__________+1d14_______+1d12 ______Cannot Crit
10-11________+1d16_______+1d14______Primary hand Crits on a Max Roll:
_____________________________________Secondary hand cannot Crit
12-13________+1d16_______+1d16______Both hand Crit on Max Roll
14-15________+1d20_______+1d16______Primary hand Crit within threat range;
_____________________________________Off Hand on Max Roll
16-17________+1d20_______+1d20______Crit as normal on each hand
18___________+1d24_______+1d20______Crit as normal on each hand;
_____________________________________but +1 higher Crit table
Ranger Class Table:______Attack__Crit. Die &____Threat___Action________Natures Ally_______SAVES:
Lvl___Bonus___/Crit. Table___Range____Dice_________Action Dice____Ft____Rx___W
1_____+1 _____1d12/I________20______1d20____________+1d3_______+1___+1___+0
2_____+1_____1d14/I________20______1d20 ____________+1d3_______+2___+1___+1
3_____+2_____1d16/II_______20______1d20_____________+1d4_______+2___+2___+1
4_____+2_____1d20/II_______19+_____1d20+1d12________+1d4_______+3___+2___+2
5_____+3_____1d24/III______19+____1d20+1d14_________+1d5_______+3___+3___+2