AbdulAlhazred
Legend
Actually I am not having too much trouble with 20 levels, only because it is pretty easy to find powers from different existing sources to crib things from. But it would be easy enough to just use 10 levels with the format I am trying. I like the idea about the slower level progression too. I think its more a matter of cutting down to the essential careers for now to see if it even works.
The non-combat classes are slowly coming together. I see them as more impairing enemies or boosting allies in combat than anything else. They will have lower damage output, but still serve a valuable function. I agree about the Essentials style Martial characters too. I like that they eliminated Daily powers for them, because it never made much sense to me that a fighter or a rogue could only do a certain strike once per day. In a modern campaign I only see at-wills and encounters as being good options. And I think it will have aspects of cinematic just because of how 4th is structured.
Well, for me I'm not wedded to AEDU. OTOH I see daily and even encounter powers as 'plot coupons', not so much as 'you can physically only do this once a day'. The thing about modern and powers in general is just that 4e pretty much defines powers as combat resources. It is true that a decent number of them can have other uses, but primarily they've traditionally been attack powers or something similar. With non-combatant type classes that seems kind of odd. I mean sure, anyone could easily be able to pick up some combat useful powers and depending on the setting you could have various possibilities like 'Computer Hacker' being able to disable enemy equipment or say robots or whatever that could certainly be a combat power. OTOH an 'Investigator' with a roster of 6 combat powers and a couple utilities seems somewhat odd.
I'm almost thinking that in the case of some of these classes they should be packing mostly utility type powers. So maybe some way for them to get those instead? Or for a non-combat class they just don't have (many) combat powers at all and instead get class features. That was where my thinking on 'Essentials style' came into it since in fact most E-classes do tend to work that way.
Of course if this is going to be an extremely common thing, then maybe just having a bit more generalized power system would be the best idea. Maybe a different power progression and not really distinguish between utility and attack. I know that distinction was meant to put the two types into different 'bins', but for a character that effectively isn't going to be focused on combat I think that distinction isn't so meaningful. They can have just 'powers' and while they might swap a few out to get some better combat capability they would be pretty much using them like utilities and relying on at-wills or BAs when they need to fight.
How about handling weapons? I was thinking about how best to handle them without having to structure powers around specific weapons. Maybe keywords that allow you to do special effects with the weapon type. Maybe have automatic weapons have the ability to do some additional damage if you expend more ammo? And how about damage ranges?
Well, yeah, there could be weapon keywords like 'automatic','firearm', etc. Not sure of the exact specifics, but something like that should work. So some powers could have requirements for specific types, or kickers for some types, etc. Extra damage with more ammo expenditure would probably work fine. You could have other possibilities like the 'covering fire' power that suppresses enemies. Maybe also some sort of easily packaged way for a character to cover an area. You can use Readying to do that, but perhaps there's a more elegant mechanism.
I think lethality of weapons is mostly going to be genre dependent. In a general action genre maybe just making them around as deadly as 4e bows/crossbows are now would be OK. Hitting someone with auto-fire might well be somewhat more damaging than single-shot, but it doesn't have to be much different.