allo
ok, first off, i need to say a few things about this post-
1. most of this is my own ideas and some ideas from a couple of related threads (http://www.enworld.org/showthread.php?t=199066&page=1&pp=40 for example), but with little playtesting support.
2. i've made some rather harsh judgements regarding base classes in an attempt to strip them down to their most basic qualities. please understand that i mean no offense to your favorite class. this is all an experiment in simplifying the d&d game.
3. i'm only including base classes from the player's handbook in this experiment.
4. this is a work in progress, and i welcome any thoughts or opinions.
5. this system is intended for a low-magic game.
theory- when it comes down to it, all base classes are variations of the cleric, fighter, rogue, or wizard. therefore, all classes other than these 4 are unnecessary.
let's look at each class-
bard- rogue with some wizard abilities. therefore, the bard is unnecessary.
barbarian- fighter with rage and other abilities. unnecessary.
cleric- represents the archetypal divine spellcaster. the cleric stays.
druid- cleric with "natury" spells and abilities. can be reproduced as a cleric with skill, feat, and spell choices. therefore, unnecessary.
fighter- represents the archetypal weapon-wielder, armor-wearer, and damage-taker. the fighter stays.
monk- an asian-flavored rogue/fighter hybrid with lots of strange abilities. fluff makes it an anachronism, crunch makes it unnecessary.
paladin- fighter with divine abilities and flavor. unnecessary.
ranger- fighter with rogue skills and "natury" abilities and flavor. unnecessary.
rogue- represents the archetypal sneaky, social, skill-monkey (that expression always make me chuckle
). the rogue stays.
sorcerer- IMO, the appeal of this class was always the spontaneous casting. but when it comes to arcane spellcasting, the intelligence-based wizard is the archetype.
wizard- a no-brainer. the wizard stays.
npc classes-
adept- strange cleric/wizard hybrid. unnecessary.
aristocrat- commoner with money.
unnecessary.
commoner- good for joe-peasent and jane-peasent. the commoner stays.
expert- commoner with skills.
unnecessary.
warrior- a weak fighter. unnecessary.
so, we are left with 4 base classes -- cleric, fighter, rogue, and wizard. coincidentally, aren't these the 4 original classes from 1st edition? also, the commoner can be used for non-adventuring types.
if a player wants to attempt to replicate one of the other base classes, he/she can do so through skill and feat selection. lots of the class abilities unique to those other classes (animal companion, bard music, smite evil, etc.) can be recreated as feats. to help with this custom character-building, let's eliminate class skill lists and cross-class skills.
moving on to class construction and balance. i don't quite buy into the whole "dead levels" thing, but i'm going to humor those who do and rebuild the base classes with no dead levels, just so there are no complaints.
all characters gain the following-
odd levels- feat.
even levels- ability increase.
individual classes-
cleric-
odd levels- new spell level.
even levels- divine energy (at will as standard action, 2 points of healing to allies and damage to undead per even level, Will save for half, DC 10 + half Cleric level + Charisma modifier).
fighter-
odd levels- fighter training (+1 initiative at level 1 and every 6 levels thereafter, +1 dodge bonus to armor class at level 3 and every 6 levels thereafter, +1 damage at level 5 and every 6 levels thereafter).
even levels- bonus fighter feat (so essentially, the fighter gets one feat per level).
rogue-
odd levels- sneak attack +1d6.
even levels- rogue training (level 2- evasion, level 4- uncanny dodge, level 6- improved uncanny dodge, level 8- trap sense +4, level 10, 12, 14, 16, 18, and 20- rogue special ability or bonus feat).
wizard-
odd levels- new spell level, arcane blast +1d6 (at will, ranged touch attack, no range increment).
even levels- continuous mage armor equal to half class level (+1 at level 2, +2 at level 4, +3 at level 6, and so on).
notes-
i've always been skeptical about giving more feats and ability increases, but in a low-magic game, i think it's appropriate.
the cleric's divine energy begins at level 2 to avoid a 1-level dip giving a character unlimited healing.
the fighter training was geared towards giving the fighter generic bonuses that would be beneficial regardless of the fighter's style (power, finesse, archery, whatever).
the arcane blast started out as a variation of a magister ability (from arcana evolved), then became a feat, then finally turned into a class ability that is nearly identical to the warlock's eldritch blast.
balance-
base attack bonus- weak is worth 0 points, medium 1 point, strong 2 points.
saves- weak 0 points, strong 1 point.
weapon proficiency- none or few 0 points, simple 1 point, simple and martial 2 points.
armor proficiency- none 0 points, some 1 point, all 2 points.
significant class ability- 2 points.
so the rewritten classes come out like this-
cleric- 8 (medium bab, two good saves, simple weapons, all armor, spellcasting).
fighter- 11 (strong bab, one good save, all weapons, all armor, fighter training, bonus feats).
rogue- 7 (medium bab, one good save, simple weapons, light armor, sneak attack, rogue training).
wizard 7 (weak bab, one good save, few weapons, no armor, spellcasting, arcane blast, mage armor).
who says fighters are too weak?
again, this is an ongoing project, and any feedback is welcome.
messy
ok, first off, i need to say a few things about this post-
1. most of this is my own ideas and some ideas from a couple of related threads (http://www.enworld.org/showthread.php?t=199066&page=1&pp=40 for example), but with little playtesting support.
2. i've made some rather harsh judgements regarding base classes in an attempt to strip them down to their most basic qualities. please understand that i mean no offense to your favorite class. this is all an experiment in simplifying the d&d game.
3. i'm only including base classes from the player's handbook in this experiment.
4. this is a work in progress, and i welcome any thoughts or opinions.
5. this system is intended for a low-magic game.
theory- when it comes down to it, all base classes are variations of the cleric, fighter, rogue, or wizard. therefore, all classes other than these 4 are unnecessary.
let's look at each class-
bard- rogue with some wizard abilities. therefore, the bard is unnecessary.
barbarian- fighter with rage and other abilities. unnecessary.
cleric- represents the archetypal divine spellcaster. the cleric stays.
druid- cleric with "natury" spells and abilities. can be reproduced as a cleric with skill, feat, and spell choices. therefore, unnecessary.
fighter- represents the archetypal weapon-wielder, armor-wearer, and damage-taker. the fighter stays.
monk- an asian-flavored rogue/fighter hybrid with lots of strange abilities. fluff makes it an anachronism, crunch makes it unnecessary.
paladin- fighter with divine abilities and flavor. unnecessary.
ranger- fighter with rogue skills and "natury" abilities and flavor. unnecessary.
rogue- represents the archetypal sneaky, social, skill-monkey (that expression always make me chuckle

sorcerer- IMO, the appeal of this class was always the spontaneous casting. but when it comes to arcane spellcasting, the intelligence-based wizard is the archetype.
wizard- a no-brainer. the wizard stays.
npc classes-
adept- strange cleric/wizard hybrid. unnecessary.
aristocrat- commoner with money.

commoner- good for joe-peasent and jane-peasent. the commoner stays.
expert- commoner with skills.

warrior- a weak fighter. unnecessary.
so, we are left with 4 base classes -- cleric, fighter, rogue, and wizard. coincidentally, aren't these the 4 original classes from 1st edition? also, the commoner can be used for non-adventuring types.
if a player wants to attempt to replicate one of the other base classes, he/she can do so through skill and feat selection. lots of the class abilities unique to those other classes (animal companion, bard music, smite evil, etc.) can be recreated as feats. to help with this custom character-building, let's eliminate class skill lists and cross-class skills.
moving on to class construction and balance. i don't quite buy into the whole "dead levels" thing, but i'm going to humor those who do and rebuild the base classes with no dead levels, just so there are no complaints.

all characters gain the following-
odd levels- feat.
even levels- ability increase.
individual classes-
cleric-
odd levels- new spell level.
even levels- divine energy (at will as standard action, 2 points of healing to allies and damage to undead per even level, Will save for half, DC 10 + half Cleric level + Charisma modifier).
fighter-
odd levels- fighter training (+1 initiative at level 1 and every 6 levels thereafter, +1 dodge bonus to armor class at level 3 and every 6 levels thereafter, +1 damage at level 5 and every 6 levels thereafter).
even levels- bonus fighter feat (so essentially, the fighter gets one feat per level).
rogue-
odd levels- sneak attack +1d6.
even levels- rogue training (level 2- evasion, level 4- uncanny dodge, level 6- improved uncanny dodge, level 8- trap sense +4, level 10, 12, 14, 16, 18, and 20- rogue special ability or bonus feat).
wizard-
odd levels- new spell level, arcane blast +1d6 (at will, ranged touch attack, no range increment).
even levels- continuous mage armor equal to half class level (+1 at level 2, +2 at level 4, +3 at level 6, and so on).
notes-
i've always been skeptical about giving more feats and ability increases, but in a low-magic game, i think it's appropriate.
the cleric's divine energy begins at level 2 to avoid a 1-level dip giving a character unlimited healing.
the fighter training was geared towards giving the fighter generic bonuses that would be beneficial regardless of the fighter's style (power, finesse, archery, whatever).
the arcane blast started out as a variation of a magister ability (from arcana evolved), then became a feat, then finally turned into a class ability that is nearly identical to the warlock's eldritch blast.

balance-
base attack bonus- weak is worth 0 points, medium 1 point, strong 2 points.
saves- weak 0 points, strong 1 point.
weapon proficiency- none or few 0 points, simple 1 point, simple and martial 2 points.
armor proficiency- none 0 points, some 1 point, all 2 points.
significant class ability- 2 points.
so the rewritten classes come out like this-
cleric- 8 (medium bab, two good saves, simple weapons, all armor, spellcasting).
fighter- 11 (strong bab, one good save, all weapons, all armor, fighter training, bonus feats).
rogue- 7 (medium bab, one good save, simple weapons, light armor, sneak attack, rogue training).
wizard 7 (weak bab, one good save, few weapons, no armor, spellcasting, arcane blast, mage armor).
who says fighters are too weak?

again, this is an ongoing project, and any feedback is welcome.

messy