Core class features

Minigiant

Legend
Supporter
Again I've seen many fans discuss their views of how the basic versions of the various classes. There are some that want all classes to start off looking like "new thing a level" 3rd edition monks to fighters that are weapon and armor proficiency period.

I personally think; besides HD, base attack/defense, and basic weapon and armor proficiencies; three or four additional class features of 1 to 2 paragraphs is enough. It would be small enough to keep it simple for fans of older editions, have enough to not bore newer fans, and have a nice amount to let DMs and players have something to trade with when inserting modules.

So my core four module-less classes would look like:

Cleric
-HD, Attack/Defense Bonus
-Simple Weapon & Light Armor Proficiency
-Medium Armor, Heavy Armor, & Shield Proficiency
-Divine Spellcasting
-Domain Spellcasting
-Turn Undead

Fighter
-HD, Attack/Defense Bonus
-Simple Weapon & Light Armor Proficiency
-Martial Weapons, Medium Armor, Heavy Armor, & Shield Proficiency
-Weapon Focus
-Warrior Courage

Rogue
-HD, Attack/Defense Bonus
-Rogue Weapon & Light Armor Proficiency
-Sneak Attack
-Mechanical Mastery

-Rogue Cunning

Wizards
-HD, Attack Bonus
-Wizard Weapon Proficiency
-Arcane Spell Casting
-Spellbook
-Familiar
-School Specialization


I think three or four is good. Enough for two or three pages with pictures. Do you agree?
 

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I don't like weapon focus for fighters, because it pushes them into using one trick over and over and makes magical weapons worse loot. If they do use it, it should 1) use wide categories like axes and swords, 2) add more groups instead of increased specialization as you level up.

Otherwise, I agree. Fewer class features by default is good. Place them so you still get something (almost) every level, even if just attack bonus.

Groups that like complex characters can bring in the modules with feats and kits and themes.
 
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I would give Fighters an improved Opportunity Attack (I would actually give them a Mark, but I know the Old School would howl at that). Fighters need to defend. In 3.5 and Pathfinder, the Fighter always has to spend feats to defend better.
 

I don't like weapon focus for fighters, because it pushes them into using one trick over and over and makes magical weapons worse loot. If they do use it, it should 1) use wide categories like axes and swords, 2) add more groups instead of increased specialization as you level up.

Otherwise, I agree. Fewer class features by default is good. Place them so you still get something (almost) every level, even if just attack bonus.

Groups that like complex characters can bring in the modules with feats and kits and themes.

Minigiant's Weapon Focus is:
+4 to a specific type of weapon
+3 to all melee or ranged weapons
or
+2 to all weapons
 

Minigiant's Weapon Focus is:
+4 to a specific type of weapon
+3 to all melee or ranged weapons
or
+2 to all weapons

Way larger than I would make it. My proposal:

Weapon Focus: At 1st level, at 3rd level and every three levels thereafter, choose a weapon group. You get a +1 attack bonus with those weapons.

Improved Weapon Focus: At 10th level the fighter also gets a +2 damage bonus with his focused weapons.

Weapon Groups: Axes, Blades (light), Blades (heavy), Bows, Clubs and Staves, Crossbows, Hammers and Maces, Polearms, Thrown Weapons.
 


What, exactly, would "Warrior Courage" be/entail?

In my homebrew d20 game, it is a bonus reroll that can be applied against fear and charm effects, to Charisma checks to Intimidate people, to Strength and Dexterity checks against any static DCs of Hard or greater difficulty, and attack rolls when surrounded by more than 3 enemies,
 

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