We need the four classic classes for the beginner's box to show how most classes work. We need as many classes as are popular from the previous editions for advanced books.
I'm liking everything about the direction of the Pathfinder's Beginner Box other than the hit points are still too low starting.
This is my latest revision on how to roll one of the 4 classic character classes for beginners.
5th Next Edition Proposal
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Roll a player-character.
Roll the player-character's ability scores for Strength, Constitution, Dexterity, Intelligence, Wisdom, and
Charisma.
Roll 4d6 and discard the lowest roll.
Add the remaining 3d6 and apply the score to 1 ability.
Repeat the rolls for the remaining five abilities.
If all scores are below 13, reroll.
Player characters get a +1 to all abilities at 11th and 21st level.
In addition, they get a +1 to a chosen ability score at 11th and 21st.
Choose a race.
Dwarf
Racial Bonus: +1 Strength
Racial Penalty: -1 Dexterity
Halfling
Racial Bonus: +1 Dexterity
Racial Penalty: -1 Strength
Human
Racial Bonus: +1 Wisdom
Racial Penalty: -1 to an Ability
Elf
Racial Bonus: +1 Intelligence
Racial Penalty: -1 Constitution
Custom Race
Racial Bonus: +1 to an Ability
Racial Penalty: -1 to an Ability
Choose a class.
Fighter
Class Bonus: +1 Strength
Class Penalty: -1 Charisma
Hit Points: Constitution score+12
Level-Up: +12 hit points
Healing Surges: 12
Rogue
Class Bonus: +1 Dexterity
Class Penalty: -1 Constitution
Hit Points: Constitution score+10
Level-Up: +10 hit points
Healing Surges: 10
Cleric
Class Bonus: +1 Wisdom
Class Penalty: -1 Intelligence
Hit Points: Constitution score+8
Level-Up: +8 hit points
Healing Surges: 8
Wizard
Class Bonus: +1 Intelligence
Class Penalty: -1 Strength
Hit Points: Constitution score+6
Level-Up: +6 hit points
Healing Surges: 6
Custom Class
Class Bonus: +1 to an Ability
Class Penalty: -1 to an Ability
Hit Points: Constitution score+9
Level-Up: +9 hit points
Healing Surges: 9
Determine the ability modifiers for each ability.
If the ability score is 8 or 9, the ability modifier is (-1), 10-11(0), 12-13(+1)
Add this ability modifier bonus to 1/2 the character's level.
A maximum possible Strength ability for a 30th level (30/2=+15 to the modifier)character would be
Constitution score(12)
+roll 1d6(+1-6)
+level-up(+1-4)
+racial bonus(+1)
+class bonus(+1)
+maximum stacked skill and feat bonus(+1-3)
+maximum stacked magic item and spell bonus(+1-3)
=Strength: 30(modifiers total +25)
The maximum possible strength based melee attack and damage would be 1d20+25 to hit 3d12+25 damage.
Roll a non-player-character.
Roll 3d6 for the ability scores.
Give no healing surge ability.
Hit points are by the hit dice of +1d4, +1d6, +1d8, +1d10, or +1d12 per monster level.
Everything else is the same as rolling for a player character.
Leveling up to 11th level,
damage is increased to 2[w],
burst+1,
range +1 square,
target 2 adjacent foes or help 2 allies, etc..
the character can reduce the power damage to any lower number
or delay the power damage and effects from his or her own powers by 1 round.
Leveling up to 21st level,
damage is increased to 3[w],
burst +2 squares,
range +2 squares,
target 3 adjacent foes or help 3 allies,
powers can be delayed by 2 rounds,
powers can be made permanent
1d20+skill rank modifiers+1/2 challenger's class levels +/- situation modifiers
versus S'mon's Difficulty Class Table
10: Easy Heroic task
15: Moderate Heroic task
20: Hard Heroic Task, Easy Paragon Task
25: Moderate Paragon Task
30: Hard Paragon Task, Easy Epic Task
35: Moderate Epic Task
40: Hard Epic Task
Spell Difficulty Class=base 10+relevant spell ability modifier(includes 1/2 caster's level)
Advice for Players
Player characters should always enter an encounter with maximum hit points.
Players should be cured of all poison and affliction effects if possible.
Advice for Dungeon Masters
Do away with critical hits and fumbles at least during low level adventures as players can easily die.
Building Monsters
Reduce the Monster's level to within 3 levels of the Party' average level. For example, a first level party can
face a 3rd level monster or be expected to run.
For every reduced level, reduce a monsters statistics by 1.
If the monster's stat goes down to a single digit, add 10.
If the monster's stat goes to a negative digit, change it to a positive digit, i.e. -4 becomes a +4
Change the monster's total hit points by finding the character with the highest at-will damage. Give artillery
type monsters that maximum at-will damage in hit points,
brutes get twice the maximum at-will damage in hit points,
controllers get three times the maximum at-will damage in hit points,
Monster's Armor Class and Defenses should not be more than 3 points above the character with the highest stats.
Monster attacks and maximum damage should not allow it to kill a character in less than 3 rounds. Find the
character with the lowest hit points and divide the points by 3. If this number falls bellow 1d4 damage, set the
monster damage to 1d4+ability modifier.
Advice for the 5th Edition Game System
Unite Opportunity/Reaction, etc.. all into Triggered Actions.
Unite Feats/Exploits/Skills/Utilities/Spells/Rituals/Prayers into 4 power categories
Exploits/Skills/Spells/Prayers
All characters can learn a number of powers(including feats and skills) based on 2+their intelligence modifier per
level.
Characters don't need to drop, relearn, anything. They can have ready any spell they want already memorized during
an encounter.
But all characters are limited by the 4th edition encounter and daily restrictions. That means a 3rd level
character can only use 2 daily powers from a list of daily spells per day and 2 encounter powers from their
memorized list per encounter.
Most Rogue Skills will be at-will powers.
at 1st level, 1 encounter power, 1 daily power
at 2nd level, 2, 1
at 3rd, 2, 2
4th, 3, 2
5th, 3, 3
6th, 4, 3
etc..
This in no way makes any character too powerful. If anything, it adds variety and strategy to the game. It also
allows players to test out lesser wanted spells. This rule only applies to player characters. The more industrious
players will have a list of spells to try out during any encounter, or a list of martial exploits if they are
playing a fighter or rogue type.
Monsters however, should be limited in known powers to make it easier for the DM to manage them.
I'd like to take all the useful and unique spells from 3.5 edition and put them in as subcategories of about 30
spells and 30 prayers. 30 feats and 30 martial exploits, 30 rogue or ranger skills, etc..
We'll order spells and prayers by what they do and then change one word traditional D&D spells to 2 words to make
them more descriptive.