Balance 4 Core Classes

Also, NO Thanks.
I see no need for this. Just way to limiting, I don't want to revert back to sub-classes.

But rather that this be another, "This is what I want 5E to be" thread, can you post "why" you believe this is a viable direction to go.
 

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A Big Revision

I'm listening to all of you and have revised this.

Choose your class. Choose any class from any previous edition.

Decide which of the 5 classes your class is most like, fighter, rogue, cleric, wizard or a custom class.

Fighter Types
Class Bonus: +1 Strength
Hit Points: Constitution score+12
Hit Points Per Level-Up: +12 hit points
Healing Surges: 12 (Justified as healing potions prepared during extended rests. Otherwise, I tend to kill off characters. I assume in every encounter that characters have full hit points. I can't design a good encounter when characters are hurt from the last encounter.)
Armor: Any
Weapon: Any
Class Features: 5 fighter features
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots max
Power Types: any feat, power, spell or prayer. Just remember that fighters may not have a high intelligence, wisdom or will score and spells and prayers may be based on that.

Rogue
Class Bonus: +1 Dexterity
Hit Points: Constitution score+10
Hit Points Per Level-Up: +10 hit points
Healing Surges: 10
Armor: Armor Class Bonus up to Studded Leather
Weapon: Any weapon doing up to 1d6 damage
Class Features: 5 rogue features
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots max
Power Types: any feat, power, spell or prayer. Just remember that rogues need their rogue skills

Cleric
Class Bonus: +1 Wisdom
Hit Points: Constitution score+8
Hit Points Per Level-Up: +8 hit points
Healing Surges: 8
Armor: nothing greater than chain
Weapon: the weapon of the cleric's god
Spells: Prayer powers
Class Features: 5 cleric features
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots max
Power Types: any feat, power, spell or prayer. Just remember that clerics need their healing and turning prayers. All spells that are chosen for power slots are relabeled prayers.

Wizard
Class Bonus: +1 Intelligence
Hit Points: Constitution score+6
Level-Up: +6 hit points
Healing Surges: 6
Armor: No armor save jewelry and magic
Weapon: wooden staff, dagger, dart, sling
Spells: yes
Class Features: 5 wizard features
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots max
Power Types: any feat, power, spell or prayer. Just remember that wizards don't have high hit points and may have chosen lower strength, dexterity and constitution scores. If a wizard chooses a cleric prayer, the power is relabeled spells.

Custom Class
Class Bonus: +1 ability
Hit Points: Constitution score+9
Level-Up: +9 hit points
Healing Surges: 9
Class Features: 5 class features
Powers Per Level-Up: 2+Intelligence Modifier
Power Slots: 30 power slots max
Power Types: any feat, power, spell or prayer.

Perhaps a character can retrain in order to replace a power in one of the 30 slots if a better power is invented in a future module or if the character no longer likes that power. The character must wait for the next level-up cycle of gaining powers to retrain powers but at no penalty when gaining the 2+int mod powers.
 
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We already know enough to say that this is not how 5e will look.

For one thing, we know that surges are gone (and the fighter makes healing potions between each extended rest justification is just awful, sorry). For another, we know that the designers are striving to make every class that has been a core, PH1 class be a class in the PH for 5e. A third is that we know that powers (and possibly feats) are going to be bolt-on options.
 

I didn't say the fighter was the one making the potions.
That would be the party cleric.
You'll want to read carefully at the top where players can choose any previous class.
Please explain what a "bolt-on option" is.
 
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