"He thinks everybody's entitled to HIS opinion!"
First, some comments on the above...
10 Feats per character class? Hardly! Look at the Wizard, and try to turn him into the Fighter... How many Martial Weapons are there, at one Feat each? Another important question to ask is, how many Feats is Full/Bard-Paladin/Ranger spellcasting worth? Spontaneous casting is another Feat. Probably Paladin/Bard casting is one, to start (Bards start at level one,Paladins at level four), then they spend five (Paladin) or six (Bard) more, over the course of the class, as they acquire new spell levels.
I agree with the poster, above, that no class levels should be without a bonus ("Empty") of some sort. All classes should be more like the Druid/Monk, in that respect.
Now to the meat of the thread...
Adding things to every class will result in a general power-up. In many cases (Fighters as a prime example), there is really nothing much to be added... This is where the customization comes in.
A Fighter who wants to be a stealthy, perceptive scout shouldn't have to multiclass to become that. The military certainly has such types in it, and it seems well within the "Warrior" Archetype, IMHO. Having a Fighter Class Feat that allows, say, (4+INT) Non-Class Skills to be added to THAT FIGHTER's Class Skills List (at the cost of a Feat) would solve that problem. Sailors could take Profession (Sailor), Balance, (Climb, Jump, and Swim already being Fighter skills), Rope Use, Profession (Navigator), etc. There could even be a Sailor Feat which gave access to them. Similarly, a woodsman could take Survival, Knowledge (nature), Profession (Herbalist), Heal, etc.
At the "empty" class levels, you give the Fighter access to a Class-Only list of such Feats, which are *NOT* combat-oriented. While a few of these Feats might be shared with, say, the Paladin or Ranger, in general these Feats would be Fighter-only.
Now EACH class would get its own list of such abilities, allowing the PC who wants a Ranger who can set and disarm traps, and who has (Improved) Uncanny Dodge, to get that type of PC, WITHOUT having to multiclass Rogue in order to get there.
Each "Class" still has meaning, and the GM still knows that a 5th level Fighter or Mage has certain abilities in common, but each Fighter will also have a certain number of skills and abilities chosen by the player, and be different from the rest!
The Paladins (and Clerics) of Tulkas, the Wrestler, will have a selection of Binding and Grappling Feats (probably getting Improved Grab or Grapple early on), while Paladins of Pelor will have light powers, and Paladins of Heironeous will have honor-related powers. Each is still a Paladin, with much the same abilities, but still somewhat flexible, and able to take a bit of shape.
In some cases, this "shape" might even allow the trading-out of a class ability for something else... For instance, a Paladin of "The Walking God" might never have a summonable steed, as "The Walker" expects him to do just that... Instead, he might be given the "Ley Lines Runner" or "Seven League Boots" ability, instead. He is still a Paladin, still has MOST of the abilities you'd expect, but has no poke'mount, and can walk amazing distances, and pop up where least expected - always afoot, as a Paladin of "The Walking God" should!
So you want a spell-less Ranger? Pick an ability granted by a spell. Spend a Ranger-only Feat and give up access to a first level spell slot, and get the effects of (say) Alarm, Endure Elements, Longstrider, or Pass Without Trace, permanently, at will, as an Extraordinary ability (in place of that one spell which could have been used for anything else on their list).
The spell-less Ranger wants to heal, better than the skill allows? No problem! Spend a Ranger-only Feat, trade away a second level spell slot/day, and get the ability to cure 1D8+Ranger-level/2 HPs worth of damage, once/day... This duplicates the effects of Cure Light Wounds, but without spell casting.
Note Well: Some care has to be taken, here, as spells such as Protection From Elements shouldn't be duplicated by an Extraordinary power granted by a Feat - it is too powerful! I think spell-like or Supernatural Abilities is going a bit too far, for the Ranger. The Paladin is a different matter. YMMV.
Anyway, a boost in skill points, a new ability of some type at EVERY level, selections from a list of Class-only, non-combat Feats at every BLANK level, and some Feats (like the oft-mentioned Cosmopolitan from the Forgotten Realms) would go a long way towards customization and allowing the players to get a character more in line with what they want...
All IMHO, of course. YMMV (Your Mileage May Vary).
First, some comments on the above...
10 Feats per character class? Hardly! Look at the Wizard, and try to turn him into the Fighter... How many Martial Weapons are there, at one Feat each? Another important question to ask is, how many Feats is Full/Bard-Paladin/Ranger spellcasting worth? Spontaneous casting is another Feat. Probably Paladin/Bard casting is one, to start (Bards start at level one,Paladins at level four), then they spend five (Paladin) or six (Bard) more, over the course of the class, as they acquire new spell levels.
I agree with the poster, above, that no class levels should be without a bonus ("Empty") of some sort. All classes should be more like the Druid/Monk, in that respect.
Now to the meat of the thread...
Adding things to every class will result in a general power-up. In many cases (Fighters as a prime example), there is really nothing much to be added... This is where the customization comes in.
A Fighter who wants to be a stealthy, perceptive scout shouldn't have to multiclass to become that. The military certainly has such types in it, and it seems well within the "Warrior" Archetype, IMHO. Having a Fighter Class Feat that allows, say, (4+INT) Non-Class Skills to be added to THAT FIGHTER's Class Skills List (at the cost of a Feat) would solve that problem. Sailors could take Profession (Sailor), Balance, (Climb, Jump, and Swim already being Fighter skills), Rope Use, Profession (Navigator), etc. There could even be a Sailor Feat which gave access to them. Similarly, a woodsman could take Survival, Knowledge (nature), Profession (Herbalist), Heal, etc.
At the "empty" class levels, you give the Fighter access to a Class-Only list of such Feats, which are *NOT* combat-oriented. While a few of these Feats might be shared with, say, the Paladin or Ranger, in general these Feats would be Fighter-only.
Now EACH class would get its own list of such abilities, allowing the PC who wants a Ranger who can set and disarm traps, and who has (Improved) Uncanny Dodge, to get that type of PC, WITHOUT having to multiclass Rogue in order to get there.
Each "Class" still has meaning, and the GM still knows that a 5th level Fighter or Mage has certain abilities in common, but each Fighter will also have a certain number of skills and abilities chosen by the player, and be different from the rest!
The Paladins (and Clerics) of Tulkas, the Wrestler, will have a selection of Binding and Grappling Feats (probably getting Improved Grab or Grapple early on), while Paladins of Pelor will have light powers, and Paladins of Heironeous will have honor-related powers. Each is still a Paladin, with much the same abilities, but still somewhat flexible, and able to take a bit of shape.
In some cases, this "shape" might even allow the trading-out of a class ability for something else... For instance, a Paladin of "The Walking God" might never have a summonable steed, as "The Walker" expects him to do just that... Instead, he might be given the "Ley Lines Runner" or "Seven League Boots" ability, instead. He is still a Paladin, still has MOST of the abilities you'd expect, but has no poke'mount, and can walk amazing distances, and pop up where least expected - always afoot, as a Paladin of "The Walking God" should!
So you want a spell-less Ranger? Pick an ability granted by a spell. Spend a Ranger-only Feat and give up access to a first level spell slot, and get the effects of (say) Alarm, Endure Elements, Longstrider, or Pass Without Trace, permanently, at will, as an Extraordinary ability (in place of that one spell which could have been used for anything else on their list).
The spell-less Ranger wants to heal, better than the skill allows? No problem! Spend a Ranger-only Feat, trade away a second level spell slot/day, and get the ability to cure 1D8+Ranger-level/2 HPs worth of damage, once/day... This duplicates the effects of Cure Light Wounds, but without spell casting.
Note Well: Some care has to be taken, here, as spells such as Protection From Elements shouldn't be duplicated by an Extraordinary power granted by a Feat - it is too powerful! I think spell-like or Supernatural Abilities is going a bit too far, for the Ranger. The Paladin is a different matter. YMMV.
Anyway, a boost in skill points, a new ability of some type at EVERY level, selections from a list of Class-only, non-combat Feats at every BLANK level, and some Feats (like the oft-mentioned Cosmopolitan from the Forgotten Realms) would go a long way towards customization and allowing the players to get a character more in line with what they want...
All IMHO, of course. YMMV (Your Mileage May Vary).