Fighters get paths, which give them predetermined abilities at each level where they don't get Fighter Feats. Cavalry starts off with Mounted Combat, Command starts off with bonus to CHA, eventually leading to Leadership, while Cavalry gets horsemanship feats. Marines get shipboard fighting feats, etc.
While often useful, I am some times wary of "path" type design methods. Mainly because it eliminates the ability to have a character of a class who is just that class. You cant be just a Fighter and do a bit of this and a bit of that, your a Cavalry Fighter or a Command Fighter.
I think Armor as DR and CBDB would in themselves help the fighter a lot, as would the inclusion of more (good, useful, balanced) feats (especially making things like Uncanny Dodge) into feats. Increasing skills would make them more interesting as well.
Every class gets +1 Skill Point/Class Level in ALL Class Skills, PLUS their current Skill Points... These may be spent to maximize skills, or for Cross-Class Skills, as desired. Maximums are done as now.
Interesting idea.
Roll Sorceror/Wizard into one class, give the Sorceror the bonus magic Feats, and make them two variants of one class.
They already are two variants of one class. Thats why I think the Sorcerer needs to be individulized and improved, or just taken out.
Do the same with the other (Semi-)Spellcasters. Make a Spontaneous Casting variant of each, and a Studied Caster (with Scribe Scroll as a free Feat) of each. The player chooses which one they want their PC to be.
Eh...I dont really see why there needs to be a spontaneous version and a wizard-style version of every class that casts spells. If the magic system is not in any way changed, I doubt anything like this would happen, although I think making the Druid and Cleric spontaneous (as described in UA) would be interesting abd possibly more balanced.
In relation to 3, lots of new special abilities relating to the "Job" of each class, and similar Class-only Feats... For instance, the Druid might get Speak With Animals as an At-Will Ability at a certain level, and a Ranger or Bard might have a Class-only Feat to allow the same ability.
Interesting idea, although I think many of them would need to be extremely minor like unto the little flavour abilities Magister's get in AU.
Spellcraft is done away with as a separate skill, and all Spellcraft tasks are performed with Knowledge (Arcana).
....why? Theres not really any need to have less skills, and while these 2 do have similiarities, they are different. Spellcraft is the study of spells and their identification. Knowledge (Arcana) represents studying ancient mysteries, esoterica, magical creatures and the like.
Bards automatically receive Perform (Voice), which includes all aspects of singing, oratory, poetry, whatever, as a freebie. They may then spend their skill points/level to maximize this, and/or on instruments. This solves the "No one will ever take an instrument!" problem.
I think I'd rather have it be an automatic perform skill of the players choice. Not all bards neccesarilly sing as their primary performance.
Concentration could be removed as a skill, being rolled into Knowledge (Arcana), as well (although the Class Skills lists would have to be updated).
What does concentrating have to do with studying esoterica? I think maybe Concentration should be a class skill for everbody, but making it part of Knowledge (Arcana) makes no sense.
To reduce the reliance upon magic items, "Items" should be buyable as a "Power", instead. So you buy "+1 Power" instead of a "+1 Sword", and any weapon you use is treated as +1. Same with armor, etc. Then other special weapons/armor abilities can be stacked on. This needs playtesting to see how abusive it is, but sounds good to me.
To me, this sounds overly complicated, and it also doesnt figure in magic items gained through adventuring.
I'd be happy just to see rules presented in core for a game with a different, lower level of magic item assumption.
It'll Never Happen: Spells all have a spell failure chance... You start with 50%, and go down from there (just like a Fighter's chance to hit). Spell damage is greatly reduced (in line with weapons damage), but can also be used at will, as long as you have components. Eventually, you get to 100%, but new spells start at 50%. Thus, it is better to use a "Sure-fire" low-level spell than the handy-dandy new Zappathingum you just got.
Your right...it wont ever happen, nor should it in D&D. D&D is a system that assumes characters can always use their abilities effectively...its easier and I think more enjoyable that way.
PCs start getting the powers, abilities, and skills they need to do their jobs, and have something left over to flavor themselves as they please.
This is one of the reasons I love Feats so much. the introduction of Feats was a big step in this direction.