Last week's Ro3 stated that many of their current versions of classes share certain mechanics/features. I have no problem with this being included in the core version of the game. These mechanics can be pulled out later with modules and variants.
But what should be the core shared mechanics/features...
Arcane Spellcasting: Wizard, Sorcerer, Bard, Assassin
The wizard and sorcerer classes would be full arcanists. It the Bard's magic stays arcane, it would be a secondary arcanist. The assassin would be a tertiary arcanist.
Divine Spellcasting: Cleric, Priest*, Paladin
The cleric is the primary divine spellcaster if there is no caster priest class. If there is, the cleric could be reduced to secondary. Either way the core paladin is a tertiary divine caster.
Primal/Druidic Spellcasting: Druid, Ranger, Bard.
Druid primary. Ranger tertiary. If the bard is primal/driudic, it is secondary.
Weapon Specialization: Fighter, Ranger, Barbarian, Paladin, Warlord
Every warrior class gets weapon specialization. If it is done in weapon groups and able to chosen multiple times, the way the fighter keeps its specialness is by having the most specializations. By a very low level, a fighter could have almost every weapon specialized.
Sneak Attack: Rogue, Assassin, Bard
These three classes would get sneak attack. The rogue could get an ability for trickier sneak attack while the assassin gets a deadlier sneak attack. The bard would just get a basic one to reflect its thief roots.
Evasion: Assassin, Barbarian, Rogue, Monk
I want to roll 3E's Evasion, Trapsense, and Uncanny Dodge into one class feature.
Hide in Plain Sight: Rogue, Ranger, Assassin
I am all for these classes to be able to blend into their surrounding easily in the correct terrain.
Combat Manuvuers: Fighter, Barbarian, Ranger, Rogue, Warlord
For this one. Paladins don't get it and get smites instead.
Now in certain modules I would not be opposed that other mechanics are share. A bard could get HIPS in crowds. A fighter could swap a few weapon specializations for rage or sneak attack through a variant.
What shared mechanic would you accept as core?
But what should be the core shared mechanics/features...
Arcane Spellcasting: Wizard, Sorcerer, Bard, Assassin
The wizard and sorcerer classes would be full arcanists. It the Bard's magic stays arcane, it would be a secondary arcanist. The assassin would be a tertiary arcanist.
Divine Spellcasting: Cleric, Priest*, Paladin
The cleric is the primary divine spellcaster if there is no caster priest class. If there is, the cleric could be reduced to secondary. Either way the core paladin is a tertiary divine caster.
Primal/Druidic Spellcasting: Druid, Ranger, Bard.
Druid primary. Ranger tertiary. If the bard is primal/driudic, it is secondary.
Weapon Specialization: Fighter, Ranger, Barbarian, Paladin, Warlord
Every warrior class gets weapon specialization. If it is done in weapon groups and able to chosen multiple times, the way the fighter keeps its specialness is by having the most specializations. By a very low level, a fighter could have almost every weapon specialized.
Sneak Attack: Rogue, Assassin, Bard
These three classes would get sneak attack. The rogue could get an ability for trickier sneak attack while the assassin gets a deadlier sneak attack. The bard would just get a basic one to reflect its thief roots.
Evasion: Assassin, Barbarian, Rogue, Monk
I want to roll 3E's Evasion, Trapsense, and Uncanny Dodge into one class feature.
Hide in Plain Sight: Rogue, Ranger, Assassin
I am all for these classes to be able to blend into their surrounding easily in the correct terrain.
Combat Manuvuers: Fighter, Barbarian, Ranger, Rogue, Warlord
For this one. Paladins don't get it and get smites instead.
Now in certain modules I would not be opposed that other mechanics are share. A bard could get HIPS in crowds. A fighter could swap a few weapon specializations for rage or sneak attack through a variant.
What shared mechanic would you accept as core?
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