I'm thinking of starting a new 4E game now that I'm back in Houston, and I would like to be able to offer my players about 2 additional fan-made classes beyond those in the core rulebooks. I would particularly like to have a second controller available for them; a third defender would be nice as well.
I'd like these classes to be mechanically sound and follow all the conventions established by those in the books; these boards' much-praised Druid class, for example, has powers that use a move action but have nothing to do with movement, which is something official 4E products have studiously avoided to date.
I'd prefer if they were either especially creative and interesting, or brought back traditional classes neglected in the Player's Handbook. Brand-new is good and something with a lot of history behind it is good, but falling into the vast space in between would tend to be a strike against a class.
And needless to say, they should be of a comparable power level to existing classes. (That's my other knock against the ENWorld Druid - it doesn't read like a very good striker or a very good defender, so I'm worried it might be a little bit underpowered.)
I'd like these classes to be mechanically sound and follow all the conventions established by those in the books; these boards' much-praised Druid class, for example, has powers that use a move action but have nothing to do with movement, which is something official 4E products have studiously avoided to date.
I'd prefer if they were either especially creative and interesting, or brought back traditional classes neglected in the Player's Handbook. Brand-new is good and something with a lot of history behind it is good, but falling into the vast space in between would tend to be a strike against a class.
And needless to say, they should be of a comparable power level to existing classes. (That's my other knock against the ENWorld Druid - it doesn't read like a very good striker or a very good defender, so I'm worried it might be a little bit underpowered.)