Musing on classes, their numbers and mechanics

Tehnai

First Post
I'm sure we can all agree that the next iteration of our beloved game will have classes. There's hardly anything as iconically D&D than claiming that your character is a "12th level wizard", thus, it's a safe bet that both levels and classes won't leave D&D and never come back.

Thus, let us muse on how classes could/would/should be built in D&DN.

I think the key to the class design is going to be modularity, as such, I predict a low number of classes with various subclass/talent tree/theme/archtypes stuck on top.

So we would have a few base classes (Fighter, Thief, Wizard, Cleric, and perhaps one or two more to be added later on as extra modules (Psion, for example)) to which would be added, if the advanced character creation module was used, an archtype.

For example, the fighter, which we can define as the guy who dispenses violence could be a Barbarian (who dispenses violence in an angry fashion), a Warlord (who also helps others dispense violence), a duelist (who dispenses violence in a surgically precise way and dances around), a ranger (who dispenses violence in the wilderness) and so on.

Through such archtypes, I believe it would be possible to please both the old school crowd (fighter gives bonuses to hit, damage, the ability to wield any weapon and armor, Thieves have thief-like skills and can backstab, Wizards cast utility and aggressive combat spells, Clerics cast utility and support-related combat spells), and the new school crowd itching for hundreds of classes, on top of allowing WotC to release a bunch of Class related books filled with archtypes and such.

Thoughts?
 

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