Lanefan
Victoria Rules
Yes, though weapons rather then weapon groups.That's more like what I was assuming. I didn't write the question well, unsurprisingly. I imagine something like, fighters can start out proficient in, say, six weapons or weapon groups and can choose those from any weapons, but wizards start out proficient in two and can choose from a much smaller group of options.
Oh, and a side note that fits here: there should be more variety in weapon damage ranges, even to the point of using non-standard die sizes e.g. d7, 2d5, d9+1, etc.
I'd start with the hundred-class model and then do some very harsh paring down by looking at what of those hundred classes overlap with each other to the point that they might as well be combined. My rough guess is this would end up with about 25, of which well over half would be either warrior or rogue variants and the rest would cover all the other classes combined. Example: there really only need to be maybe three Cleric variants: Standard, Nature (replacing Druid) and War (maybe, in combination with a Knight/Cavalier class, replacing Paladin). There's room for a few book-based arcane classes and maybe one spontaneous-casting arcane class. Bard is Bard, no variants required. I could see a list ending up something like:That gets back into archetypes/subclasses though. Or a game where there's a hundred different classes, which is close enough.
Fighter - Archer - Knight - Swashbuckler - Ranger(1) - Berserker
Thief - Assassin - Monk - Tinkerer(2) - Scout(3)
Standard Cleric - Nature Cleric - War Cleric
Wizard - Illusionist - Necromancer
Sorcerer OR Warlock OR Psion (pick one, ditch the other two)
Bard(4)
(1) - almost entirely non-casting, much more warrior-oriented than current, more Aragorn than Drizz't
(2) - a non-casting artificer whose niche involves knowing/figuring out how things work and-or engineering/making things
(3) - a class that really leans into stealth, observation, and perception
(4) - redesigned from the ground up using a bespoke-to-class ability system.
Oh, and no multiclassing, ever.
Thanks. If Fighters didn't already do just fine in my own game I'd contemplate adding this in as a bonus - it's something I'd never thought of until I was typing it in the post you quoted.That's definitely a possibility! Whether it is multiplied or extra dice are added, that's one way to give fighters an edge.

I'd like to see social mechanics removed from the game.What does the bolded bit mean?
Any items that a warrior can use; and as a corollary I'd like to see a return to there being a lot more class-specific or class-restricted items. That said, a Fighter with a bandolier of wands over her shoulder would be hella cool!For all items, or just for weapons and armor? Coz it'd be weird to me if a fighter could use more wands than a wizard.
