So ive been thinking for a while now about nidbanes and how lackluster (nonexistent) i feel Ranging has become since the game made its big 2d >3d transition and all the changes that came with it. With the newest addition being that players who dont learn the "Rage" skill can't die in regular combat. I felt like this change made a definitive split in the skill tree where you can choose to do really bad things (vandalism battery murder) or live a life of relative peace but it leaves a space open that i feel needs filling. And now that i've finished typing everything below and have searched the forums i see that a similar idea has come up before and believe even more strongly that it should be in.
I believe there should be a new combat skill for Ranging.
Learning it excludes your character from buying Rage (and therefore the skills behind it) and buying Rage excludes you from buying Ranging. Buying Ranging means your character still cannot be the instigator in a typical combat situation, but can enter combat under certain conditions. It would also remove the ability to perform violent criminal acts, only allowing you to steal, attack and kill conditionally.
Ranging would unlock the ability to craft a Judgement using scents collected at crime scenes. As well as a combat maneuver.
Judgements would replace the use of nidbanes, or be used instead of them to pursue criminal scents. These Judgements can range from a Judgement of Repossession (for theft), to a Judgement of Execution (for murder) and when crafted give you a screen marker similar to that of a Quest giver that leads you to the perpetrator and will last a duration depending on the type and quality of Judgement crafted or until the Judgement has been fulfilled.
There would be a Judgement for all scents above trespassing where the idea is justice, sometimes in the form of an eye for an eye. For example a Judgement of Repossession for a theft scent will allow the ranger to "Steal" the item the scent refers to as stolen, a Judgement of Execution would allow a ranger to enter combat with and kill the person who left the murder scent originally used to craft the Judgement.
When entering combat with a criminal by using a Judgement crafted from their left scents, the Ranger may use the ranger specific combat maneuver which forces single combat between the Ranger and the Criminal.
The appeal of these Judgments is that the player using them will not leave scents, or be penalized in any way (criminal logout timers) for meeting Judgement. They should also be able to enter visitor gates without receiving the debuff as there shouldn't be anything "Criminal" they can do in your town anyway. That means if a Ranger tracks down a murderer using a Judgement of Execution and then kills that murderer, the Ranger will leave no scent, and not have any criminal debuff timers.
In addition to this, i would suggest that these be given personal benefit beyond bounty payments or fun. Meaning, a Ranger who successfully completes a Judgement of Execution should receive a portion of the total LP the character they Executed had. How much and how this factors into skulls and such i've not worked out but i think it would be important to incentivise a pseudo LP bounty system where highly threatening targets are more worth their potential trouble.