Rangers are, by far, my favorite DnD class (and I will fight to the death to categorize them as fighter-types instead of thief-types). In a series of posts, I will set out to summarize the history of rangers as a DnD class throughout the editions (both TSR and WOTC) and compare the common rules elements and themes that they share.

OD&D - The Strategic Review, Vol. 1, No. 2, Summer 1975

It’s not surprising to me that Tolkienesque rangers are a strong enough archetype that nerds immediately started mailing in to TSR with their own overpowered homebrews for OD&D. This class was submitted to the TSR newsletter by Joe Fischer.

They are explicitly called out as a “sub-class of Fighting Men”, which I assume means they inherit that class’s weapon and armor proficiencies.

Prime Requisite: Strength (same as fighters)

Ability Score Requirements: INT 12+, WIS 12+, CON 15+

HD: 2 at first level, either using “the standard system” (d6), or “the alternate system which allows fighters 8-sided dice” (introduced in Supplement 1: Greyhawk in March 1975).

XP: 2500 XP to reach 2nd level, 125% of that required for fighters.

Spellcasting: As both Cleric (starting at 9th level) and Magic-User (starting at 10th level) up to casting as a 3rd level Cleric or MU and only casting up to 3rd level spells.

Restrictions:

  • Only own what they can carry. Donate excess treasure or goods to a worthy cause.
  • No followers or hirelings.
  • Only two may operate together.
  • Do not gain XP accrual bonuses for high abilities.
  • Must be Lawful in alignment. If the ranger ever becomes Neutral or Chaotic, he loses the benefits of this class and becomes a normal Fighting Man.

Benefits & Abilities:

  • For levels 1st through 7th, gain 4 XP for every 3 XP earned, or a 133% accrual rate. This is lost upon reaching 8th level. Note that at early levels this cancels out the increased XP leveling requirements above.
  • Tracking. Track monsters at a 30-65% chance depending on dungeon features, and 90% in the outdoors with -10% per day old the trail is.
  • Surprised only on 1-in-6 instead of 2-in-6.
  • Favored enemy: +1 damage per level to “giant-type” creatures.
  • At 9th level, create a stronghold as a Fighting Man of the same level.
  • At 9th level, gain 2-24 (2d12) “special followers”. These are most likely men, elves, or dwarves. But occasionally hobbits, and rarely rangers or extraordinary wilderness creatures. When killed, they cannot be replaced.
  • At 10th level, gain the ability to use scrying magic items (a reference to Aragorn using a palantir in LotR).

It is unclear if a ranger gains the OD&D fighter’s multiple attacks or blindsense at 8th level.

📝 Note: what are “giant-type” creatures, you ask? Refer to page 18 of OD&D Vol. 3 - The Underworld & Wilderness Adventures which has this random encounter table:

Analysis

The OD&D ranger is essentially a homebrew, OP, Aragorn-as-class. It provides many of the familiar abilities and features that we see ascribed to rangers in later editions such as tracking, favored enemy, and being accompanied by wilderness creatures.