A Classic D&D Option for Every Class

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?
 

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What are your issues with the Essentials classes? Seems like using them would be a simpler solution, and my experience is that they're pretty balanced with the PH-version of their classes.

Are you intending for classes like the invoker or wizard to be able to do this?
 

What are your issues with the Essentials classes? Seems like using them would be a simpler solution, and my experience is that they're pretty balanced with the PH-version of their classes.
Call it a DM foible, but I just don't like e-classes. I don't like the "essentials" misnomer, I don't trust the class balance*, and my retro-clone of choice doesn't include them. It may sound bizarre, but I'd rather tinker with a single house rule option than allow the e-classes.

*Yes, I've even had limited play experience with a knight. The game didn't implode, but buffing basic attacks is asking for trouble. And given that two of my group's power gamers wanted to play e-classes within a week of their publication...yeah. Just don't trust 'em.

Are you intending for classes like the invoker or wizard to be able to do this?
Yes, although I'd be surprised if a player ever wanted to play a "classic" caster.
 

Your swap out for a "classic" fighter seems fine, only the whole marking thing needs to go if you are really interested in simplifying things. I realize you are disinclined toward some of the classes in HotFK & HotFL due to power gaming concerns, but I suggest taking a play from the knight & cavalier with opportunity actions (not attacks) granted when an enemy shifts or attacks an ally - have that replace the marking mechanic.

Then do what you were planning with +1 HP per level, and once per turn dealing about +1/2 level in damage (or extra dice). Should make a very tough strikery defender that's easy to play.

Oh, and for the record I think your concern is unwarranted. Optimizers tend to veer *away* from e-classes if anything.
 
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Hmm. Well, having played with and DMed for a lot of the classes that have come out since Heroes of the Fallen Lands, I'd say that your proposal sounds much more like the solution in search of a problem. You already have the solution - the Knight, the Slayer, the Hunter, the Scout, the Skald, the Cavalier, the Thief...

I'm always surprised when I find people who say "I don't allow Essentials classes in my games." They're good classes. They're fun and well-designed. They're balanced just fine with other classes. Not every player is going to want them, of course, but for players who are looking for something simpler, they're awesome.

But in the end it's your game, and if you don't like them, you don't like them.
 

Your swap out for a "classic" fighter seems fine, only the whole marking thing needs to go if you are really interested in simplifying things. I realize you are disinclined toward some of the classes in HotFK & HotFL due to power gaming concerns, but I suggest taking a play from the knight & cavalier with opportunity actions (not attacks) granted when an enemy shifts or attacks an ally - have that replace the marking mechanic.
Good point ideas. :)

But in the end it's your game, and if you don't like them, you don't like them.
Pretty much. Some DMs don't allow psionics, some don't allow paladins, some don't allow races that Tolkien didn't invent. And some of us don't allow e-classes.

I don't want this thread to turn into a lengthy discussion on "Why TS doesn't allow e-classes", but if it'll sate some genuine curiosity here's the deal: I'm just more comfortable home brewing a single character option than allowing what, a dozen classes that rub me the wrong way. I realize it's not totally rational, but this is one of the few DM foibles I allow myself.
 

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