I want to get back to running 4th, but the edition has a lot of baggage for me. So, I wanted to discuss some changes I wanted to do, and gather some ideas on how to do them.
Parse the Classes
I want to limit the classes to a core set of 12-14 classes.
That's fine - if you're limiting yourself to 3-4 Sources, or you want certain sources to omit certain roles...
Warlords are a fighter subclass, invokers are clerics, avengers are paladins, etc.
Don't kid yourself you're consolidating classes if they're just going to turn into sub-classes.
Parse the Powers
One thing I didn't like about 4E classes was that reading the classes was boring. I didn't want to read over a giant list of powers to get an idea of the class.
I never did, I always just read the first level powers when getting a feel for it, the class features really had most of the feel. I'd only read powers as of classes I actually played, as I got to a level to choose 'em. Much simpler that way.
Mostly, I intend to merge a lot of powers and have a Maneuver section and a Spell section. Each class will have their maneuver and/or spell list,
Maybe go the other way, and consolidate powers (maneuvers, spells, etc) by Source. So you wouldn't need separate powers or even lists for each class, every Martial Class could choose any maneuver, but their features would interact with it differently. A Martial Defender tacks on marks when he uses a maneuver, a Martial Controller makes melee maneuvers Close or Ranged ones Area, etc..
Feats should be nice, not required
Toss all the feat taxes and feats that add bonuses in general, for a start.
Class is separate from Role
As the Slayer Fighter, Hunter Ranger, Blackguard Paladin, and Guardian Druid of post essentials 4E showed, classes can be multiple roles.
Well, sub-classes can, essentially each sub-class becomes a different class, often largely incompatible with it's parent class (and you can't MC between 'em) in Essentials. Not great for 'simplifying' the game.
If you do want to divorce class from Role, consider having Class determine Source, and something else Role or role-emphasis (allowing that some builds might not go all-in to only one role).
Rolls will be a function of subclass choice, not class choice.
In essence, then each class is like it's own Source, and each sub-class like a class.
4e came close, at times to being a Source X Role matrix, with a class at each position. Sticking to the 3 most traditional sources (martial, divine, arcane) that'd imply 12 possible classes. You won't simplifying that if you let each class cover multilple roles, instead of 12 or more classes, you'll potentially have 48+ sub-classes.
Still not seeming like you're going to get anything 'simpler' out of that.
What are your thoughts? My intent is to keep the monster math the same, but adjust the player side of things so it's simpler and more classic appearing. Most of my group doesn't like 4E, but their dislike (from their own explanations) doesn't seem insurmountable.
'Simpler and more Classic' is pretty nearly a contradiction in terms. D&D has never been simple.
But, if you really want to try to cater to the illusion of simplicity some D&Ders get from familiarity, /do/ start with the 'big 4' classes (or better yet 0D&D original 3 classes, no 'Thief'), but, behind the curtain, treat them more as 4e does Source:
Fighter (Martial)
- Cavalier (Defender)
- Ranger (Controller)
- Rogue (Striker)
- Barbarian (Striker)
- Warlord (Leader)
Priest (Divine)
- Cleric (Leader)
- Druid (Controller)
- Paladin (Defender)
- Blackguard (Striker)
Wizard (Arcane)
- Evoker (Striker)
- Illusionist (Controller)
- Enchanter (Controller)
- Conjurer (Controller)
- Transmuter (Controller)
- Abjurer (Defender)
- Diviner (Leader)
- Necromancer (Leader)
- Sorcerer (Striker)
- Warlock (Controller)
- Artificer (Leader)
- Duskblade (Striker)
- Swordmage (Defender)
- Bladesinger (Controller)
- Bard (Leader)
- Warmage (Striker)
- Truenamer (Controller)
- Sha'ir (Controller)
- Witch (Leader)
- Beguiler (Leader)
Then have a Wizard spell list, a Cleric spell list, and a Fighter maneuver list. Sub-classes then have feature that synergize with or modify the spells they take.