RangerWickett
Legend
Davelozzi said:RangerWickett,
I have to say I think you're going too far. A ability point at every other level? I think every 4th is fine.
Saving throws all increasing at the same rate? That's too boring, and not true to the fact that some classes should be better at others at some things. Sure, reduce the differences between the rates of advancement for save bonuses, but still make there be a difference. I'm not opposed to a choose one (or two) good saves like they do in d20CoC (I think). That way a swashbuckling fighter could take good Reflex instead of Fortitude, as a tank would.
Most importantly, while I'd like to see the number of core classes reduced, I think the magic number is 4, not 3. Clerics are one sacred cow that should stay, as should a distinction between arcane and divine magic.
Okay, first of all, we won't be having magic statboosting items as default. Now, you have a 20th level Fighter with a 20 Strength and a +6 Str item. In 4e, we'll have a 20th level Fighter with a 26 Strength.
Second, everyone has a basic saving throw bonus based on their total level (that way, multiclassing doesn't screw you up as much). The feats Great Fortitude, Iron Will, and Lightning Reflexes can be taken more than once. Since you'll be getting more feats and talents than you do now, you'll want to spend some on saving throws. These would probably be automatic bonus feats. In addition to the normal ones you get by leveling up, you'd get a bonus feat every even level in any given core class, which must be chosen from a list of okay, but kinda weak feats.
Actually, we'd probably have Great Fortitude (+2 Fort saves), Mighty Fortitude (another +2 Fort saves, prereq. Great Fort and base Fort +3), and Supreme Fortitude (another +2, total of +6, prereq Great and Mighty Fort, base Fort +5).
And finally, for the classes, the core classes are really core concepts. Fighting, skills, and magic. Now, certain options will be limited, so you can't make a character with full damage spells and full healing spells, but the underlying rules for spellcasting are exactly the same. Let's make the spellcasting class unified too. (Advanced classes can make up the difference)