hbarsquared
Quantum Chronomancer
I am looking forward to the implementation of Next's laudable goals of modules, options, and making it customizable. But with expertise die, at-wills and recharge spells for the wizard, and more, it seems like the designers are trying to satisfy everyone within the mechanics in each class. Not only can you not please everyone, but you risk losing focus.
At the same time, these alternative mechanics for modules must be able to work with core rules, and easily layered.
I think all the base classes need to be made simpler, with only one or two "defining" mechanics. Rogues have more skills and sneak attack. Fighters have proficiencies and expertise die. Wizards have just Vancian spellcasting. Variant options should layer on top and replace.
For example, wizards.
Base wizard: all daily spells memorized from spellbook with predefined spells and spell levels.
The "encounter recharge" option should be layered on top of the vancian wizard and simply replace some of those spell slots. Something like "lose two daily spell slots" to gain a recharge slot of the same level.". Or "lose one one daily spell slot of each spell level to gain a 1st-level spell to use at-will."
Or for the rogue:
All the base rogue might have is sneak attack. But you can layer on options that "switch out" the sneak attack progression. Instead of +1d6 every level, you learn Condition-effects for successful hits.
The idea is, instead of trying to build every option into the class, make the class simple with one defining mechanic: and allow it to be switched out with options.
At the same time, these alternative mechanics for modules must be able to work with core rules, and easily layered.
I think all the base classes need to be made simpler, with only one or two "defining" mechanics. Rogues have more skills and sneak attack. Fighters have proficiencies and expertise die. Wizards have just Vancian spellcasting. Variant options should layer on top and replace.
For example, wizards.
Base wizard: all daily spells memorized from spellbook with predefined spells and spell levels.
The "encounter recharge" option should be layered on top of the vancian wizard and simply replace some of those spell slots. Something like "lose two daily spell slots" to gain a recharge slot of the same level.". Or "lose one one daily spell slot of each spell level to gain a 1st-level spell to use at-will."
Or for the rogue:
All the base rogue might have is sneak attack. But you can layer on options that "switch out" the sneak attack progression. Instead of +1d6 every level, you learn Condition-effects for successful hits.
The idea is, instead of trying to build every option into the class, make the class simple with one defining mechanic: and allow it to be switched out with options.