How would you prefer D&D class abilities to be handled?

What is your preferred way of handling class abilities?

  • Like 4e, choosing from limited powers each level.

    Votes: 44 33.3%
  • Like 3e, static flavorful class powers across each level.

    Votes: 21 15.9%
  • Like 2e, most class abilities upfront with lots of flavor. Some limited choices.

    Votes: 6 4.5%
  • Like OD&D and 1e, simple and straight forward class abilities. Very few or no choices.

    Votes: 9 6.8%
  • Talent Tree system like Star Wars, limited class trees with open ended choices.

    Votes: 33 25.0%
  • Unearthed Arcana style generic classes with lots of customizing choices but little flavor.

    Votes: 8 6.1%
  • Other - Explain below.

    Votes: 11 8.3%

I chose the Talent Tree option. I hate the "archtype" approach that D&D classes take, assuming that everyone will see their barbarian the same and accept the build accordingly. I'd like to have some variety, and multiclassing would not work.

By the same criteria I might have chosen the Generic Classes (Unearthed Arcana variant) except that I think having a little flavor is okay. If the options for the Generic classes were done up in lists based upon flavor (i.e. all the barbarian options were grouped together) then I'd probably consider it.
 

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I think I would prefer something like the 4e system, with a few minor tweaks to make it more like the talent tree system. I think the current system is actually flexible enough to accomodate these tweaks without too much effort.

One of the simplest tweaks to the system would be to have utility "powers" that are actually constant abilties. Utility powers currently already run the gamut from at-will to encounter to daily abilities. Adding a fourth category for constant abilities should not cause too much disruption. One example could be a paladin utility "power" that grants a Good or Lawful Good paladin a constant +1 bonus to all defenses against attacks from Evil and Chaotic Evil opponents (and possibly vice-versa), similar to the 3e Divine Grace ability.

Paragon paths and epic destinities currently work something like talent trees, although once the decision to pursue a particular paragon path or epic destiny is made, there are almost no sub-choices. However, it is certainly possible to conceive of paragon paths and epic destinites that allow the PC to choose from a menu of abilities, or which offer different abilities for existing choices, e.g. a ranger paragon path that granted different abilities depending on whether the character in question chose the archer or two-blade fighting style.

The feat system could also be used to support a talent tree-like system of class abilities. There already are feats that improve on various class abilities, so all that would be needed are feats that add new abilities to the existing classes. In a way, there already are certain feats along those lines, e.g. Surprise Knockdown for the rogue. Perhaps what could be added are new feats and maybe powers that key off those new abilities.
 

I said before that I kind of want it to be like magic items...here's what I meant by that:

Each ability you have should have a "slot."

Going back to my "noncombat roles" observation, there are basically four slots in any point-based resolution system: damage, make attacks better, heal, or make defenses better.

That's four slots.

Each class could fill those four slots, and use unique mehcanics to do each thing. Rogues damage with sneak attacks, make attacks better with disabling strikes, heal by inspiring with slick moves, and make defenses better by granting stealth. Fighters deal damage with melee attacks, make attacks better with taunts to the enemy, heal by gaining temporary hit points, and make defenses better by protecting their allies. Et cetra.

This makes some solid differences between the class abilities. A rogue doesn't play like a fighter, and they have different capabilities against different challenges. Those slots define how you interact in combat.

As you level up, you gain more options for these four slots, but these four abilities are always "equipped." So your fighter might gain a command that heals and also lets you make a free saving throw, but your rogue would gain a stylish stunt that could move you around after healing you. This would be kind of similar to the 4e powers system, but would be loyal to each "slot."

How 4e does magic items is that each item has a slot: waist items improve health, foot items improve mobility, etc. Each slot has a corresponding bonus that is narrow and flavorful. The different items you can equip in those slots are variations on that theme.

So my character has four abilities. He can customize those to a certain extent when he gains a level or spends a feat, but those four abilities are my character's core.

Everything else is gravy.

That's very rough, but that's kind of how I would envision an ideal D&D system. Unique, class-specific abilities that use different mechanics depending on the class, but also that are streamlined into a few over-reaching, defining characteristics so that you don't have this unwieldy deck of 10 different powers to use at any given moment.
 

Honestly, I currently think I have more of a preference against the 3e style than a preference for any of the others.

Old school style? Yeah, I’ve really come to appreciate this even more than I did the first time around.

UA generic class style? Yeah. That’s more want I kept wanting 3e to be as I read it. If it was going that way, I wanted it to go farther that way.

SWSaga/D&D4e style? I’ve actually been toying with this idea for a long time. (Inspired a lot by DragonFable and TFT.) Played a little SWSaga and a little D&D4e which stirred up some doubts, but I haven’t given up on it yet.
 


I picked other. I like completely open points buy. Of the ones out there, I like 4e the most. If you are going to codify things into classes and levels, might as well go the whole way.
 


For DND, I would prefer something more like d20 Modern or UA Generic Classes (with a couple of hybrid classes as per True20) with magic handled as per Elements of Magic (revised or mythic earth) and mental powers handled as per Green Ronin's Psychic's Handbook.
 

I guess I'm in the minority here, but I prefer the class abilities be kept simple and straightforward a la 1e, and let the differences between characters of the same class come out via personality and in-game actions rather than mechanics.

Generating (or "building") a character should not be a game unto itself.

Lanefan
 

Generating (or "building") a character should not be a game unto itself.

Lanefan

If by game unto itself, you mean looking for every synergy and broken combo to gain the highest bonus possible, I agree. However, I also don't play with people that do that.
 

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