IMHO, there needs to be a definition set for what the base martial type characters are and whether they are true enough to be separate classes and then go from there. I really don’t see the need for a class like the Knight. Some of my influence comes from how Fantasy Craft covered the topic combined with others influenced from classic D&D and other Fantasy genre sources.
I also think the system needs to grow away from just the classic Race/Class combination. There needs to be other levels of development that allow for customization of the character. Fantasy Craft does this in two way, and it sounds like 5E is heading in the same direction.
Themes: This seems similar to 2E Kits or FC Specialties. They are a small set of options that augment the base class choice to make it into a different or more specialized feeling class. Themes however, should be class neutral.
For instance you could have a general Theme of “Aristocrat” that when added to any character regardless of class, provides certain bonuses such as skill bonuses or extra skills such as acting/performance, bluff, &/or diplomacy; the ability to alter the disposition of NPCs; discount on purchase of certain goods; etc.
Expert/Advanced Classes: These are classes that become available at 5th level and alter the course of advancement for the base class, usually into a much more specialized style or into a more Hybrid type of character (such as the Swordmage, Hexblade, etc.). This could also be done via “Builds” similar to 4E, but I prefer them to be more of a choice. You can choose to remain the generic base class for the full 20 levels of advancement, or you can choose to take Expert class levels. The issue in 4E is that it was a hoice made from 1st level, forever locking you into that “build”.
So with that said… onto the typical “Fighter” classes. The following are the 3 major categories of fighting types in the classic fantasy/D&D genre.
FIGHTER: The general, heavy arms, fighting man-at-arms. Master of weapons and armor and general combat/warfare skills. The ultimate general warrior. They are not initially the best at any particular style of combat but can get there if so desired. Instead they are strong in all categories.
Features:
* Highest HP (d12)
* Highest starting access to weapons & armor
* Highest access to fighting style feats/powers/talents
* Basic skill access such as Athletics, Crafting, Intimidation, Perception, Resolve/Fortitude, Survival, Tactics (these would then be added to by your kit/theme such as Diplomacy from a Noble Theme or Stealth from a Commando theme)
* Unique class abilities that focus on general combat. For instance; innate Damage Resistance, AC bonuses when in armor, discounts on purchasing weapons/armor, Weapon Specialist bonuses (most general fighters still have a few preferred weapons) like access to Weapon Style powers (such as gaining a stance when using axes), Ability to create improvised cover (using terrain, furniture), etc.
Some Possible Expert Classes/Builds:
* Berserker – the classic Viking Berserker or Dwarven Battlerager
* Cavalier – master mounted warrior
* Commando / Marine – shock troops specialized in shock, surprise and fast deadly attacks
* Edgemaster – master swordsman (often two-weapon)
* Gladiator – heavily armed showman/sport fighters
* Guardian / Shield Bearer / Bodyguard – the typical Weapon/Shield protector (Tank)
* Knight – unlike cavaliers, knights are trained in mounted combat, but not exclusively, instead also focusing on command (Leadership)
* Paladin – like the swordmage, a sort of hybrid divine fighter; a champion of an ideal, faith, etc. ( I don’t really see this needing to be its own base class)
* Swordmage – adds a little battle magic into the mix, a form of hybrid arcane fighter
* Vanguard – Leader build
RANGER: Wilderness warriors and scouts. They are specialized in using the terrain to their advantage, hunting and stalking skills for tactics and their knowledge of creatures for an edge.
Features:
* High HP (d10)
* Medium access to armor but wide range of weapons
* Moderate access to fighting style feats/powers/talents – but with a specific bent to their class style
* Basic skill access such as Acrobatics, Athletics, Medicine/First-Aid, Perception, Resolve/Fortitude, Stealth, Survival, Tactics
* Unique class abilities that focus on terrain manipulation and terrain based tactics such as: Ability to share terrain based feats with the party for short times, Bonuses to Stealth, Tracking and Survival skills or advantages with them, Bonuses to saves vs. environmental conditions/situations, Sneak attack, Ability to acquire Special Abilities like Low-Light Vision, Keen Senses, bonuses with critical hits, ability to remove terrain penalties, increased speed, Ambush bonuses to party, Turn animals/beasts, Trackless, Camouflage, etc.
Some Possible Expert Classes/Builds:
* Archer – the classic archer/sniper ranger
* Barbarian /Tribesman - barbarians are actually more just really tough wilderness warriors, basically melee rangers with Rage; shock troop rangers
* Beastmaster – the typical image of the ranger with an animal companion
* Dervish – melee ranger
* Nomad – widely traveled, mounted ranger specialist
* Force of Nature – the hybrid druid, spell-using ranger (while I want my Rangers nature linked, I Don’t want them to necessarily be spellcasters by default)
* Monster Slayer – specialized abilities in Favored Foes
* Warden – defenders of the wild
MARTIAL-ARTIST: Graceful warriors who see combat as an art form. The living weapon. The classic “monk” that doesn’t have to have an “Eastern” flavor necessarily. Primarily masters of Unarmed combat, this class also can choose to specialize in certain types of armed combat as well – those that still utilize the whole body as an extension of that weapon. This class also epitomes all LIGHT fighting styles!
* High HP (d12)
* Low access to weapons & armor (light armors and specific weapon groups)
* Moderate access to fighting style feats/powers/talents – but with a specific bent to their class style
* Basic skill access such as Acrobatics, Athletics, Intimidation, Perception, Resolve/Fortitude, Sense Motives, Stealth
* Unique class abilities that focus on classic martial themes such as: Ability to soak damage (DR, self-healing, etc.), Disciplines (focus on mind, body or spirit – possibly eventually all three), Special combat abilities for unarmed combat or specific weapon styles, Improved reach, Lots of attack/defense Tricks/Stances/Combat Maneuvers like Trip, Throw, Improved Stability, Armor Piercing Strikes, Bull Rush, etc., Some basic Wuxia abilities like Jumping, Slow Fall, Ability to mix “unarmed maneuvers” with specialized weapons, ability to mix maneuvers such as Trip and Bull Rush into a Great Sweep.
Some Possible Expert Classes/Builds:
* Beast-Warrior – great concept for classes like Shifters or others with natural attacks like claws
* Brawler – the thuggish brute pugilist or wrestler (sort of the unarmed barbarian)
* Cestus – lightly armed showman/sport fighters (boxers/boxing gladiators)
* Fencer – master swordsman (often two-weapon)
* Gallant – The warrior of high society – the Samurai, the noble swordsman, the professional duelist
* Monk – a student of the conection of body, spriit and mind (more advanced mystic with powers of wuxia)
* Swashbuckler - Buckle that swash!