First, I want to thank most of you for trying to get this back to the main issues.
Which I agree with.
OPTION 1: Tiers of Play
Many people suggest tiers of play. In a broader sense I think something like mundane (1-10), heroic (11-20) and epic/superheroic (21-30) could work IF spell progression was expanded to match it; so mundane would be up to 3rd level (maybe?), heroic up to 5th or 6th, and superheroic for spells level 7 or higher.
If you want to start more heroic, perhaps start at a higher level?
OPTION 2: Degrees of Power
Now, I also like the idea of different paths/branches/whatever where you run the full levels 1-20 for each, but have escalating degrees of power:
- Mundane
- Heroic
- Superheroic
This way a Champion Fighter might have more or improved features depending on the power level you want to play.
For example: Second Wind begins at 1d10+fighter level. The Heroic Option might be "You can also spend HD to gain more hit points when you use this feature." The Superheroic Option might be you gain a number of d10 equal to your proficiency bonus (so up to 6d10+fighter level)
and can spend HD.
OPTION 3: New Classes
Some have asked for just added a Paragon or Superhero type class, where part of the class is that you have an origin story to make you better, etc.
Personally, I am not for the last option simply because I don't see how it can be balanced against current classes. Now, it can certainly be optional, just like elements of the other options, so it could be a viable solution for the people who want it.
It is NOT just about Power.
The other issue is the pillars of play and how fighters falter compared to others in wizards due to their spell versatility. Several things can be done in this respect:
- Stop making everyone good at combat. Make it so individuals excel at one pillar.
- Remove many spells that make the pillars too easily over come.
- Another option is to move spells to higher levels. So at lower levels mundane solutions work (and still work at higher levels), but at higher levels the party can "move beyond" the problem with spells if speed, etc. is essential.
- Give others features which mimic what those spells can do.
- And probably more...
Personally, I like options 1-3 the best, but 4 is probably the easiest to implement.
Thoughts on any of this?