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Imaginary 4E ideas - what would you like to see ?
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<blockquote data-quote="Modeus" data-source="post: 2040062" data-attributes="member: 11807"><p>These are the classes I'd like to see for 4E. It is hoped that 4E would be able to strike a stronger balance and facilitate non-miniatures game-play. I have added a defining feature to make something exclusive for each core class in such a way as to distinguish itself. It can also double up as some kind of mechanic to make prestige classes and feats exclusive. Adjustments should be made such that characters can gain defining features at level 1. )</p><p></p><p>Monk has been eliminated as 4E should focus on cultural books which bundle Oriental classes into a single volume. There are 16 proposed classes but can be pared down to 13 if spontaneous casters are all taken out.</p><p></p><p>This looks like a good starting blue-print for a new PHB as well. Anyway if you have the time, maybe you can add to this thread on what you'd like to see. </p><p></p><p>Classes</p><p></p><p>Fighter - All round combat class. Should have the highest number of feats. Should always have the highest to hit bonus. </p><p></p><p>( Defining feature : Manuevers. Feats which are exclusive to fighters )</p><p></p><p>Paladin - Fighting class. Some clerical spells. Good mounted/defensive fighter. No more turn undead and auras. Some damage reduction and enhancement to saving throws.</p><p></p><p>( Defining feature : Smite evil - Should be enhanced to make up for some ability losses. )</p><p></p><p>Ranger - Fighting class. Emphasize skirmish fighting in light armor with animal companion. Minor druidic spells. ( Get rid of favoured enemy and combat styles in favour of more flexibility )</p><p></p><p>( Defining feature : Skirmish since is is so good with the scout and works wonders with ranged weapons. )</p><p></p><p>Runeguard ( Gish ? ) - Fighting class. Some arcane magic spells. Armored spellcasting. Arcane fighter which attempts to deviate from the Elf stereotype.</p><p></p><p>( Defining feature : Runic Weapon/Armor. Attuning weapons and armor with enhancement bonuses and makes heavier armor suitable for arcane spellcasting. )</p><p></p><p>Barbarian - Fighting class. Best in class in hit points. Tank. Focus on damage and absorbing punishment. Should not have subtlety. Get rid of fast movement. </p><p></p><p>( Defining feature : Rage )</p><p></p><p>Cleric - Prepared Divine Spellcasting class. </p><p></p><p>( Defining feature : Turn undead )</p><p></p><p>Mystic - Spontaneous Divine Spellcasting class. </p><p></p><p>( Defining feature : Aura. Abilities which reflects their favoured nature. Extremely irritating to opposing outsiders )</p><p></p><p>Druid - Prepared Druid spellcasting class.</p><p></p><p>( Defining feature : Wild Shape )</p><p></p><p>Shaman - Spontaneous Druid spellcasting class</p><p></p><p>( Defining feature : Totem Animal )</p><p></p><p>Wizard - Prepared Arcane spellcasting class.</p><p></p><p>( Defining feature : Sage. Some kind of Knowledge ability. Can lead to more powerful prepared arcane spells. )</p><p></p><p>Sorceror - Spontaneous Arcane spellcasting class.</p><p></p><p>( Defining feature : Bloodline abilities. Emphasis on heritage of the character. Warlock character can be reconstucted by choosing infernal or abyssal bloodlines. )</p><p></p><p>Rogue - Skill-based character. Enhanced abilities in movement. Able to use all skills untrained.</p><p></p><p>( Defining feature : Sneak attack )</p><p></p><p>Assassin - Skill based class with minor arcane spellcasting.</p><p></p><p>( Defining feature : Poison creation and poison use. Good at creating attribute loss. )</p><p></p><p>Bard - Middle of the road fighting, skill based and arcane spellcaster. </p><p></p><p>( Defining feature : Performance. Specializes in influencing enemies and modifying the status of listeners. )</p><p></p><p>Noble - Middle of road character with no spellcasting abilities. Emphasize on resource use.</p><p></p><p>( Defining feature : Command. Abilities to assist all other characters in their endeavours. )</p><p></p><p>Artificer - Tinkering class with minor spellcasting of Infusions. Specializes in manufacturing magical items. Don't you love Eberron ? </p><p></p><p>( Defining featire : Craft pool. )</p></blockquote><p></p>
[QUOTE="Modeus, post: 2040062, member: 11807"] These are the classes I'd like to see for 4E. It is hoped that 4E would be able to strike a stronger balance and facilitate non-miniatures game-play. I have added a defining feature to make something exclusive for each core class in such a way as to distinguish itself. It can also double up as some kind of mechanic to make prestige classes and feats exclusive. Adjustments should be made such that characters can gain defining features at level 1. ) Monk has been eliminated as 4E should focus on cultural books which bundle Oriental classes into a single volume. There are 16 proposed classes but can be pared down to 13 if spontaneous casters are all taken out. This looks like a good starting blue-print for a new PHB as well. Anyway if you have the time, maybe you can add to this thread on what you'd like to see. Classes Fighter - All round combat class. Should have the highest number of feats. Should always have the highest to hit bonus. ( Defining feature : Manuevers. Feats which are exclusive to fighters ) Paladin - Fighting class. Some clerical spells. Good mounted/defensive fighter. No more turn undead and auras. Some damage reduction and enhancement to saving throws. ( Defining feature : Smite evil - Should be enhanced to make up for some ability losses. ) Ranger - Fighting class. Emphasize skirmish fighting in light armor with animal companion. Minor druidic spells. ( Get rid of favoured enemy and combat styles in favour of more flexibility ) ( Defining feature : Skirmish since is is so good with the scout and works wonders with ranged weapons. ) Runeguard ( Gish ? ) - Fighting class. Some arcane magic spells. Armored spellcasting. Arcane fighter which attempts to deviate from the Elf stereotype. ( Defining feature : Runic Weapon/Armor. Attuning weapons and armor with enhancement bonuses and makes heavier armor suitable for arcane spellcasting. ) Barbarian - Fighting class. Best in class in hit points. Tank. Focus on damage and absorbing punishment. Should not have subtlety. Get rid of fast movement. ( Defining feature : Rage ) Cleric - Prepared Divine Spellcasting class. ( Defining feature : Turn undead ) Mystic - Spontaneous Divine Spellcasting class. ( Defining feature : Aura. Abilities which reflects their favoured nature. Extremely irritating to opposing outsiders ) Druid - Prepared Druid spellcasting class. ( Defining feature : Wild Shape ) Shaman - Spontaneous Druid spellcasting class ( Defining feature : Totem Animal ) Wizard - Prepared Arcane spellcasting class. ( Defining feature : Sage. Some kind of Knowledge ability. Can lead to more powerful prepared arcane spells. ) Sorceror - Spontaneous Arcane spellcasting class. ( Defining feature : Bloodline abilities. Emphasis on heritage of the character. Warlock character can be reconstucted by choosing infernal or abyssal bloodlines. ) Rogue - Skill-based character. Enhanced abilities in movement. Able to use all skills untrained. ( Defining feature : Sneak attack ) Assassin - Skill based class with minor arcane spellcasting. ( Defining feature : Poison creation and poison use. Good at creating attribute loss. ) Bard - Middle of the road fighting, skill based and arcane spellcaster. ( Defining feature : Performance. Specializes in influencing enemies and modifying the status of listeners. ) Noble - Middle of road character with no spellcasting abilities. Emphasize on resource use. ( Defining feature : Command. Abilities to assist all other characters in their endeavours. ) Artificer - Tinkering class with minor spellcasting of Infusions. Specializes in manufacturing magical items. Don't you love Eberron ? ( Defining featire : Craft pool. ) [/QUOTE]
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