Tequila Sunrise
Adventurer
I've been known to say that e-classes are a solution looking for a problem, but I can see the appeal they have for super casual and brand new players. Nevertheless, I don't allow them in my games for a couple reasons so I'd like to have a "classic D&D" option for players inclined toward extreme simplicity.
Here's what I'm thinking: Any player can trade away their PC's encounter and daily attacks to gain an extra damage die once per turn, and their utility powers for...I dunno, extra HP maybe? Based on some conservative calculations, a player taking the classic option would be giving up about +1 damage per encounter per level. So...
Classic Hack and Slasher: You give up all class encounter and daily attacks, and your class utility powers. (PP and ED powers are retained though.) You gain 1 extra HP per level(?) Additionally, once per turn, on your turn when you hit with a damaging attack, you can deal extra damage to one target based on your level:
1-2: Flip a coin. Heads, you deal 1 extra damage; tails, you deal 2 extra damage.
3-6: 1d4
7-12: 1d6
13-16: 1d8
17-22: 1d12
23-26: 2d8
27-30: 2d10
Like I said, I'm basing these on conservative estimates because I'd like to err on the side of underpowered rather than overpowered. Opinions?
Here's what I'm thinking: Any player can trade away their PC's encounter and daily attacks to gain an extra damage die once per turn, and their utility powers for...I dunno, extra HP maybe? Based on some conservative calculations, a player taking the classic option would be giving up about +1 damage per encounter per level. So...
Classic Hack and Slasher: You give up all class encounter and daily attacks, and your class utility powers. (PP and ED powers are retained though.) You gain 1 extra HP per level(?) Additionally, once per turn, on your turn when you hit with a damaging attack, you can deal extra damage to one target based on your level:
1-2: Flip a coin. Heads, you deal 1 extra damage; tails, you deal 2 extra damage.
3-6: 1d4
7-12: 1d6
13-16: 1d8
17-22: 1d12
23-26: 2d8
27-30: 2d10
Like I said, I'm basing these on conservative estimates because I'd like to err on the side of underpowered rather than overpowered. Opinions?