fuindordm said:
The rest is personal preference; I enjoy having a somewhat larger set (between 10 and 20) of base classes, each of which offers some interesting and flavorful abilities in addition to relatively bland feats and talents.[/i]
I don't think you are understanding me on this part - I think most of the "interesting and flavorful abilities" can and should be converted to feat trees or other selectable attributes for characters rather than being grafted onto a myriad of base classes.
I don't think the first edition multiclassed casters were drastically overpowered--just a bit overpowered. Remember that fighters and magic-users, at least, lost significant advantages (most notably weapon and school specialization) over their single-classed counterparts.
First off, in 1e, weapon specialization was certainly available to multiclassed characters. I refer you to the rules on page 18 of the 1e
Unearthed Arcana. Second, there was no "wizard specialization" in the 1e rules. There was a magic-user subclass named the Illusionist, but that's it.
Second, the multiclasses were massively overpowered in 1e. At 30,000 experience points you could be a 5th level fighter - or a 4th/4th level fighter/magic user. Yep, you lose that one level in fighter to gain 4 levels in magic-user, which is massively overpowered. At 120,000 experience points you can be an 7th level fighter - or a 6th/6th level fighter/cleric. And so on.
And while the limited spell lists of rangers and paladins are mildly useful, I have never found them to take on an important role in how these characters are played--their spells could really go away entirely without much affecting the player.
But in 3e, their spells have become much more important to the classes. Which I think was the wrong direction for the rules to evolve.
What I would like to see for a "semicaster" supporting the fighter/wizard concept is a core class similar to the bard but with a more martial focus and an extensive spell list. Their maximum spell level should be one or two behind that of a single-class caster, probably peaking at 7th level spells, and they should get significantly fewer spells per day. That's still a darn sight better than the 10/10 fighter/wizard peaking at 5th level spells, yet not I think overpowered when compared to the rest of the party.
I'm not seeing why just playing some version of a fighter/wizard or fighter/sorcerer would not work perfectly well.
I cited the mage blade earlier as a good example of this. They have a medium BAB but their weapon of choice automatically grows more magical as they advance in level, and they have some interesting class abilities that let them use their melee attacks on magically defended opponents.
This is exactly the sort of thing I have talked about. Why create a new class when you could just play a fighter/sorcerer (or some other type of caster) and use something like the Arcane Battle feats from
The Book of Iron Might? It would accomplish almost exactly the same thing, without cluttering up the game with yet another base class.
And yes, I'm well aware of the Arcane Knight, Spellsword, Fighter 5/Wizard 15, and other options for doing this within the system. I just personally think that the semicaster archetype should be playable and enjoyable from level 1, and that it feels better to me than a wizard taking time off to train in weapons and armor before getting back to magic, or vice versa. (I also think that it should be playable in armor, but that's a whole 'nother can of worms.)
First off, the concept
is playable from level 1. You just don't have all the powers of a fully developed high level character at level 1. And exactly why (using the core rules) would you need to take time off to "learn weapons and armor" or whatever? And why should there not be, say, a chain of feats available to allow armored casting, which would solve that problem without having to have some sort of variant class with a super-duper special ability tacked on to it.
I also want more core classes because I think multiclassing should be the exception, rather than the rule.
Fewer base classes would encourage more multiclassing. More base classes reduces the incentive to do so.