Tales and Chronicles
Jewel of the North, formerly know as vincegetorix
A good option (outside of this thread) could be to have your regular D&D classes and a power system ala 4e, but each level where you gain a power, you have a power for each role, instead of having the class be all about its role.Soldier (high defense front-liner)
Brute (high-damage front-liner)
Skirmisher (mobility and evasion, some ranged, some melee)
Lurker (back-line, focused on defense, buffs, surprise attacks)
Artillery (back-line, glass cannon, focus on high damage and AoEs)
Controller (back-line, focused on crowd control effects)
Classes focus on combat contribution, with powers that can be reskinned into non-magic or various flavors of magic depending on the campaign needs. Non-combat abilities come from race and background.
So you could have a Barbarian with mostly ''support'' powers (shared rage, mass charge etc), or a Rogue based on ''defender'' powers (taunt, bait'n switch, deft avoidance etc). A ''support'' wizard would focus on transmutation spells (haste, stoneskin etc), while an artillery wizard would be all about fireball and such. Of course, a player could choose to avoid specialization and mix'n match tjeir powers selection.
Each non-power levels would be progression of either backgrounds, skills/tools/languages or races features.
I'd steal the ''paradigms'' of FF XIII for the ''archetypes powers'':
- Saboteur: controller, debuffer
- Ravager: mass/splash damage
- Sentinel: area denial, counter-attacks, aggro, defense
- Synergist: leader, buffer, healer
- Soldier: Mobility, defense, high damage spike granted by many attacks (multi-hit like eldritch blast, twin strikes, flurry of blows, fire rays, magic missile etc)