Thanks - at least the tag line, "I want to be a barbarian, but I want to trade Rage for something cool..." is exactly what I'm looking for.
Alas, what I am definitely not looking for is classless D&D and/or generic classes. Thanks anyway.
I'm not sure what you mean and who you're saying it to.Actually I think classes might be exactly what's sought after, at least at its base. From that the standard classes could (hopefully) be recrafted with Hybrid in mind.
I'm not sure what you mean and who you're saying it to.
I can, however, assure you that rebuilding the classes from scratch is not what I'm looking for
I'm specifically looking for an evaluation of the existing class features, not just relative to the others of a given class.
For instance, there are plenty of class guides out there that rate class features from sky blue and gold to red or brown. But the function is to help you choose, not to imply all gold or brown features are equally valuable.
If a single author did guides for all classes, and used the same ratings equally and not relative to each class, then we might have something. But as I understand it, that's never the case. All classes have their best features rated sky blue.
That would be virtually impossible
No, I can also ask at ENWorld if anyone else has already done this job for meUltimately though, you have two main options as I see it. Either don't worry so much about balance, and allow any reasonable substitution. Or take a critical eye to the substitution and determine the consequences thereof yourself.
But... but... you do say hard rules work (perhaps not for everyone, but for enough)...?When the game first came out, there was a discussion about multi-classing to a fair amount. These are the conclusions I've reached, based on those discussions.
In general, there are three types of multi-classing that I've found:
- Dipping - you just want to steal another mechanic from another class to use for your main direction, popularized in 3e.
- Dual Classing - you're mixing two classes into one. Wizard/Cleric hybrid, for example, or the Paladin/Warlock, both classics.
- Career Changes - a story-driven transformation where you renounce one profession for another - the reformed thief/warlock being most obvious, the retired warrior another, etc.
Multiclassing, as per the alternate rules, really only supports Dipping. Its not intended to have duel classed options.
If you want a mixed class, the only real option is to go with a subclass. Want a mystic theurge type? Make a subclass that mixes cleric and wizard spell lists. Hells, we have that with the new sorcerer's favored soul test anyways. This is really the only option available, imho. Choose a base class, then alter a subclass so that it imports a few of the abilites ofthe other so that it feels duel-classy. Its not the same as swapping out abilities, but I've seen some homebrew that successfully change them around so that it functions similarly enough.
Career changes have no rules for them, and have been handled many ways, depending on the situation at hand. Sometimes, like a fallen paladin, we can get away with just swapping a subclass. Sometimes, we reset a party member to level 1 on a new class. Or convert them to a different class at the same level. And more. There's lots of individual context that comes up that having hard rules doesn't work for everyone.
Cheapskate!my $0.02.![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.