Crazy Jerome
First Post
I don't care for any multi-classing idea that is trying to turn D&D in a skills-based game on the sly. Not that I have anything against skills-based games, but a skills-based game trying to pretend to be a class-based game is going to have all kinds of annoying and clunky problems that could have been avoided by being more direct.
Assuming Next is not going to break from tradition on that particular divide, then it is class-based. That means that picking a level in a class gives a package of stuff that is at least somewhat niche protected. It also means that, if presented in any reasonably simple manner, there will have to be some form of multi classing to showcase a full range of character options.
Not unlike Robbie's idea, I've thought that basing the whole game around the gestalt rules (only cleaned up and simplified) would have opened a lot of room in a real class-based system. That's an example that allows breadth but is still a class-based game.
3E's version breaks because it tries to have it both ways--pretending all levels are equal when it knows darn well they aren't. 1E/2E can work conceptually, but got buried under the weight of all the clutter it was trying to convey in a haphazard manner. Cleaned up, it could be pretty nifty. 4E's version is too specialized to cover all the ground a wide-open Next would need. (The full potential of kits, prestige classes, paragon paths, and epic destinies has never been explored, either, because their respective systems had too many problems to allow them to work well and clearly.)
Assuming Next is not going to break from tradition on that particular divide, then it is class-based. That means that picking a level in a class gives a package of stuff that is at least somewhat niche protected. It also means that, if presented in any reasonably simple manner, there will have to be some form of multi classing to showcase a full range of character options.
Not unlike Robbie's idea, I've thought that basing the whole game around the gestalt rules (only cleaned up and simplified) would have opened a lot of room in a real class-based system. That's an example that allows breadth but is still a class-based game.
3E's version breaks because it tries to have it both ways--pretending all levels are equal when it knows darn well they aren't. 1E/2E can work conceptually, but got buried under the weight of all the clutter it was trying to convey in a haphazard manner. Cleaned up, it could be pretty nifty. 4E's version is too specialized to cover all the ground a wide-open Next would need. (The full potential of kits, prestige classes, paragon paths, and epic destinies has never been explored, either, because their respective systems had too many problems to allow them to work well and clearly.)