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D&D (2024) 6e, how would you sort the classes/sub-classs?


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Sacrosanct

Legend
Earlier I mentioned how I would like to see the core four iconic D&D classes, and then make all subclasses as a set of occupational packages (like 5e feats on steroids). Each of the four core classes gets a class feature on the odd levels, and each occupational package gives you a feature at every even level.

Everyone loves lists. So here is how I'd probably do it, with the following packages and the prerequisites to select each of these packages (commander is like a warlord, and templar is like a witch hunter, and beserker is like a barbarian (barbarian is a background not a class ;) ):


Occupation Package Prerequisite
abjurer INT 13, magic user
alchemist INT 13
arcane archer INT 13, fighter, rogue
arcane magic INT 13, fighter, rogue, cleric
artificer INT 13
assassin DEX 13, fighter, rogue
bard CHA 13
beast master WIS 13
beserker CON 13
bounty hunter INT 13
bushi WIS 13, fighter
commander CHA 13
conjurer INT 13, magic user
defender CON 13, fighter
divine magic WIS 13, fighter, rogue, magic user
diviner INT 13, magic user
dreamwalker WIS 13
druid WIS 13, cleric
enchanter INT 13, magic user
evoker INT 13, magic user
priest, forge WIS 13, cleric
gladiator STR 13, fighter
priest, grave WIS 13, cleric
illusionist INT 13, magic user
jester CHA 13, rogue, magic user
kensei DEX 13, fighter
knight CON 13, fighter
monk, way of the elements WIS 13, fighter, cleric
monk, way of the fist DEX 13, fighter, cleric
necromancer INT 13, magic user, cleric
ninja DEX 13, fighter, rogue
outlaw DEX 13, fighter, rogue
paladin CHA 13, fighter, cleric
pirate DEX 13, fighter, rogue
psion WIS 13
ranger WIS 13, fighter, rogue
rune magic INT 13, magic user
samurai CHA 13, fighter
scout DEX 13, fighter, rogue
shaman WIS 13, cleric
shapeshifter WIS 13
sorcerer INT 13, magic user
spirit blade INT 13
summoner INT 13, cleric, magic user
swashbuckler DEX 13, fighter, rogue
templar INT 13, fighter, cleric
totem warrior CON 13, fighter
transmuter INT 13, magic user
undead hunter WIS 13, fighter, cleric
warlock CHA 13
witch WIS 13
priest, knowledge WIS 13, cleric
priest, life WIS 13, cleric
priest, light WIS 13, cleric
priest, tempest WIS 13, cleric
priest, trickery DEX 13, cleric
priest, war STR 13, cleric

Example:
If you select a cleric class, you don't automatically get the domains. You would have to choose them. So you could choose a cleric class (and get the core spellcasting features), but instead of getting a domain, maybe you choose the bard occupational package. Essentially you would have the basic spellcasting function of a cleric, plus additional abilities around inspiration that the bard occupation brings. Or you could choose the beserker package and have the core spellcasting of the cleric, but the rage and resistance abilities that a berserker package would give.
 

steeldragons

Steeliest of the dragons
Epic
Hmmm...now I'm wondering if Bard becomes a full Mystic class and insert "Shaman" into the "limited prestige-appendix-class must be Neutral slot...open it up to Druids, Clerics of knoweledge-, death-, or nature-based deities, make Spirit summoning/channeling is kinda their [1 trick pony] thing. Very limited spell use/bonus spells in Nature Magic...

Shaman fits almost exactly where the Bard was and then that allows the Bard to go be a full class added in 6e's Unearthed Arcana, with suitable variants attached.

Yeah, I think I like that.
 

Slit518

Adventurer
What is 6th edition becomes "micro" transaction like. Where we have to buy so many comic book sized manuals to get all the rules/flavor we want?

You want to be a Bard? Buy the Bard pamphlet?

You must unlock the Dwarf pamphlet to become a Dwarf!
 

Sacrosanct

Legend
What is 6th edition becomes "micro" transaction like. Where we have to buy so many comic book sized manuals to get all the rules/flavor we want?

You want to be a Bard? Buy the Bard pamphlet?

You must unlock the Dwarf pamphlet to become a Dwarf!

I'm sure [MENTION=6799753]lowkey13[/MENTION] already charges his players a paladin fee at every session...
 

TiwazTyrsfist

Adventurer
Instead of classes and levels, we have careers and grades. Each time you have enough XP you can buy a grade in any career (think classes, subclasses, and 3.x prestige classes) you qualify for.
Each time you take a grade, you get an exploit (think class features, like sneak attack or access to a new set of spells, and also 3.x feats). Some exploits are one time, some can be taken multiple times to upgrade (like sneak attack.) Some exploits would have prereqs, but again you can take any exploit you qualify for.
Now, since we don't have a rigid class level system, we kind of lose the control on or spell levels and caster levels, so we add a magic stat that determines how many and how powerful of spells you can cast.

Now I know all this is a pretty big departure from previous editions so I'm also considering changing the name from D&D. How does O.L.D. grab you?
 

mellored

Legend
This. Though by rights, D&D already as too many options - for most people, somewhere between 5 and 9 distinct options is generally best.
A little more thoughts on classes. The longer you play, the more time you spend with your character. So the longer you play, the more distinct you want it to be.

Thus, a (possibly) ideal class structure would give you 3-5 distinct choices every few level.
So a class tree.

Something like...
3 base classes (fighter (weapons), mage (spell slots), mystic (ki/psion))
At level 3, you choose a sub-class (fighter branches to brute, archer, defender, and tactician)
At level 5, you choose a sub-sub-class (defender branches to paladin, knight, and shield master)
At level 8, you choose a sub-sub-sub-class (Paladin branches into oaths of ancients, devotion, vengence)
At level 11, you choose a sub-sub-sub-sub-class (Ancients branches into ancient of deserts, ancient of forest, ancient of seas)
etc...


So you end up making 30 or so character choices. But it happens over several levels, with your character not only growing more powerful, but also more distinct over time.

You can also multi-sub-class. So you could pull a mage/cleric/radiant soul + mage/priest/healer + mage/illusionist. So lots of customization and options are still availible, but it avoid dumping them in your face all at once.


And most of the "power" scaling still happens by character level. So a mage/wizard/illusionist/beguiler can take fighter and get a weapon attack worth using.
 

I might be up for power sources like 4e, but you pick a primary and a secondary. If the power sources were: aberration, celestial, elemental, fey, fiend, natural (muscle, mind), primal (nature), and you wanted to make a paladin, it would be natural (muscle) primary/ celestial secondary (or vice versa), and maybe something for anyone who wants to double down on a power source. It seems like it would help with the caster/martial disparity, since you would be limited to two power sources and each is good at only certain things. It could also reduce the need for concentration if certain effects (like summoning) from two different power sources had bad interaction effects....

Of course with D&D's long history of "half-"'s, I figure most of the human(oid) population has a little bit of something else in them, so a "human" fighter might pick natural (muscle) and have a little elemental (but not enough to be a genasai) blood.

Edit: Forgot undead/shadow. Probably worth it to split fiend into devil, demon, and other. Hope at some point there are enough different kinds of celestials to do the same. Maybe throw in psychological and psychic as power sources.
 
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