DnD 3.X... room for class improvement?

Lobo Lurker

First Post
I was going to post this in the "How could 4th Edition be more elegant" thread but, in the end, decided that it didn't really belong there. What follows is just my opinions on DnD classes in general and how they could be improved. I'm open to opposing viewpoints. :)

The classes (by no means set in stone):
Give each class specific roles that aren't intruded upon by other classes... the classic example of this is the bard (arcane spells, support abilities, skills, medium bab). While an argument can be made that no other class brings all of those features together in one class, I still feel that the bard is a class looking for a niche.

Before listing anything, I suppose I should come out and say that I really like how Monte Cook made flavorful classes for his Arcana Unearthed/Arcana Evolved PHB. I don't think that ANY class should be hands down generic blah and I'm not a fan of Bonus Feats being class abilities.

Feats add a lot to the game (in my opinion) and rather like D20 modern's approach of giving each player something at every level be it a new trait or a new feat.

The classes and some comments (this list is not all that well thought out, just some names and notes).

Bard
Primary Ability: Bard Songs These should be a variety of support-style abilities like they are now, but greater in scope. Bards should be the number one support characters.
Secondary Ability: Skills
Tertiary Ability: combat ?

Barbarian
Primary Ability: Damage Dealing
Secondary Ability: Taking Damage
Tertiary Ability: Survival Abilities

Cleric
Primary Ability: Healing
Secondary Ability: Support Spells
Tertiary Ability: Positive/Negative Energy Manipulation
- Note: either the Cleric or the Paladin should be the master of using Postive or Negative energy for specific effects. Basically, take the turn undead mechanic and do something with it (via class abilities) other than turning undead (which puts a serious damper on undead encounters). Perhaps the scope of these abilities can be large enough to replace a Cleric's spellcasting all together (well, maybe leave in some lesser spellcasting ability). Casting spells would then become the Druid, Wizard, Sorceror, & Psion's balleywack.

Druid
Primary Ability: Elemental/Nature-based Spellcasting
Secondary Ability: Healing
Tertiary Ability: Survival Abilties

Fighter
Primary Ability: Weapon/Armor Stunts
Secondary Ability: Combat
Tertiary Ability: Resistance

Monk I'm a little lost with this class...
Primary Ability: Martial Arts Abilities
Secondary Ability: Evasion
Tertiary Ability: Resistance

Paladin Champions?; No spellcasting
Primary Ability: Positive/Negative Energy Manipulation
Secondary Ability: Combat
Tertiary Ability: Resistance

Psionicist Maybe use a skill/feat-based system for it's powers? Not sure what to do with this.
Primary Ability: Mind-Affecting Spells/Powers
Secondary Ability:
Tertiary Ability:

Ranger No spellcasting
Primary Ability: Survival Abilities
Secondary Ability: combat
Tertiary Ability: Animal Friends

Rogue
Primary Ability: Skills
Secondary Ability: Useful & Interesting Abilities
Tertiary Ability: combat

Sorceror not sure whether to keep this a 9-level caster or bump it down to 7th.
Primary Ability: Magic Manipulation Limited spellcasting but lots of ways to manipulate those spells (best metamagiker in the game)
Secondary Ability: Spellcasting (non-support)
Tertiary Ability: Skills

Wizard no REAL changes, but weave the sage archtype into the wizard's portfolio
Primary Ability: Spellcasting (non-support)
Secondary Ability: Item Manufacturing
Tertiary Ability: Knowledges

Other niches needing to be fulfilled: The Spell-casting Warrior, The Agile Warrior, The non-backstabbing skills guy, The magic-using (but not spell-casting) warrior or skill-guy, & skilled magic user.

After looking at this list, I got to thinking that it would, perhaps, be better to have a handful of generic classes (warrior/expert/spellcaster) and have advanced (@4+ levels) and prestige classes (@11+ levels).

Lets hear your thoughts.
 

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Lobo Lurker said:
Bard
Primary Ability: Bard Songs These should be a variety of support-style abilities like they are now, but greater in scope. Bards should be the number one support characters.
Secondary Ability: Skills
Tertiary Ability: combat ?
I'd like to see an expanded list of Bardic song abilities that allow the Bard to choose which one he wants to use. Do you take fascinate or some other ability? I could also see dropping the Bard spellcasting, but let the Bard keep Use Magic Device as a class skill (he's not really a spellcaster, but he certainly knows how to fiddle with those magic items!)

Barbarian
Primary Ability: Damage Dealing
Secondary Ability: Taking Damage
Tertiary Ability: Survival Abilities
Not sure what to do with the Barbarian. Maybe change its name to the Berserker and give it some 'totem' abilities (like Monte Cook's Totem Warrior) to choose from.

Cleric
Primary Ability: Healing
Secondary Ability: Support Spells
Tertiary Ability: Positive/Negative Energy Manipulation
- Note: either the Cleric or the Paladin should be the master of using Postive or Negative energy for specific effects. Basically, take the turn undead mechanic and do something with it (via class abilities) other than turning undead (which puts a serious damper on undead encounters). Perhaps the scope of these abilities can be large enough to replace a Cleric's spellcasting all together (well, maybe leave in some lesser spellcasting ability). Casting spells would then become the Druid, Wizard, Sorceror, & Psion's balleywack.
I'd like to see a balanced version of the Specialty Priests return in 4.0

Druid
Primary Ability: Elemental/Nature-based Spellcasting
Secondary Ability: Healing
Tertiary Ability: Survival Abilties
I'd also like to see Druids have different abilities based upon a certain terrain type. A Druid of the Forest would have slightly different abilities than a Druid of the Desert.

Monk I'm a little lost with this class...
Primary Ability: Martial Arts Abilities
Secondary Ability: Evasion
Tertiary Ability: Resistance
More bonus feats and style choices, allowing the Monk to choose between a supernatural fighter or a slam-bam Jackie Chan fist-to-the gut warrior.

Paladin Champions?; No spellcasting
Primary Ability: Positive/Negative Energy Manipulation
Secondary Ability: Combat
Tertiary Ability: Resistance
Needs to be a PrC.

Ranger No spellcasting
Primary Ability: Survival Abilities
Secondary Ability: combat
Tertiary Ability: Animal Friends
The 3.5 ranger is a step in the right direction. Get rid of combat styles and replace them with more bonus feats. Drop spellcasting.

Fighter
Primary Ability: Weapon/Armor Stunts
Secondary Ability: Combat
Tertiary Ability: Resistance

Psionicist Maybe use a skill/feat-based system for it's powers? Not sure what to do with this.
Primary Ability: Mind-Affecting Spells/Powers
Secondary Ability:
Tertiary Ability:

Rogue
Primary Ability: Skills
Secondary Ability: Useful & Interesting Abilities
Tertiary Ability: combat

Sorceror not sure whether to keep this a 9-level caster or bump it down to 7th.
Primary Ability: Magic Manipulation Limited spellcasting but lots of ways to manipulate those spells (best metamagiker in the game)
Secondary Ability: Spellcasting (non-support)
Tertiary Ability: Skills

Wizard no REAL changes, but weave the sage archtype into the wizard's portfolio
Primary Ability: Spellcasting (non-support)
Secondary Ability: Item Manufacturing
Tertiary Ability: Knowledges
To me... aside from some balance issues, these classes are perfect as is. They allow a great deal of flexibility with feats, skills, and spell/power choices. The fighter could use some more skills and better high-level feat options, the sorcerer could use some tweaking, and school specialization is still wonky, but aside from that I like the classes as they are.

Other niches needing to be fulfilled: The Spell-casting Warrior, The Agile Warrior, The non-backstabbing skills guy, The magic-using (but not spell-casting) warrior or skill-guy, & skilled magic user.
These can all be filled via multiclassing options. What really needs to be fixed is multiclassing spellcasters. Take the Magic Rating optional rule from UA and make it a Core rule so that multiclassing spellcasters don't get completely screwed.

After looking at this list, I got to thinking that it would, perhaps, be better to have a handful of generic classes (warrior/expert/spellcaster) and have advanced (@4+ levels) and prestige classes (@11+ levels).

Lets hear your thoughts.
I'd love that idea, but I think what many other people like about D&D are its easily identifiable archetypes. I think that making several Generic classes would anger too many people.
 

Lobo Lurker said:
After looking at this list, I got to thinking that it would, perhaps, be better to have a handful of generic classes (warrior/expert/spellcaster) and have advanced (@4+ levels) and prestige classes (@11+ levels).

Lets hear your thoughts.

I have done precisely this. Would you like to see what I have?
 

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