TwinBahamut
First Post
So, in other words, you think that no martial character should have game mechanics to reflect their unique traits? That every warrior class should be a Fighter because everything is a Fighter? You are using rather circular logic.To me, those three characters are just the same as D&D has always treated them: fighters of different specialization/feats/attacks with a different choice of skills. All three use the proficiency, advanced combat and basic skill systems only. They don't have divine spell, arcane spells, sneak attack, favored enemy, open lock, disable traps, or bardsongs. They just have weapon, armor, attacks, and a few basic skills.
I think there are tons of perfectly good game mechanics that can be used to differentiate these classes and make them distinct and fun to play. Mechanics can go far beyond weapon proficiency or even attacks. For one, favored enemy and sneak attack are just fine as "fighter" mechanics... 4E introduces tons of good mechanics with things like stances, marking, defender auras, the warlord's inspirational word, and so on. There ware countless such mechanics in later 3E classes and prestige classes. I myself have come up with several different mechanics that can be used to easily differentiate a military soldier from a civilian duelist. Mechanics for these sorts of classes can easily exist, it is just a matter of not trying to force a large number of classes into a generic, lifeless husk of a class like Fighter.
Anyways, the 3E Fighter embraced the very ideals you are proposing, and it failed to properly permit the kinds of characters that a 100 class system would. You needed prestige classes to actually make anything other than "dumb, useless brute" work. I see no reason to continue using a system with a proven history of failure. If you need 100 prestige classes in order to make a 10 class system work, it is better to burn those ten classes and just use the 100.
Feats are the main source of rules bloat and are a poor mechanic overall. Using gold to acquire skill is a terrible method for all manner of reasons. "Skill trained" is a vague description. Themes should be character themes, not fixes for an incomplete class system. Just adding a few optional mechanics here and there is no the same as properly supporting a concept with a class.Class feature swapping (or addition which is better) would facilitate the creation of archetypes that require a little extra. Instead of making a whole new class to make a warrior with a spellsword, just make a spellsword system and do whatever is needed to get it be it feats or gold or skill trained or a special theme. If you want to make a 4E style defender, take a fighter and take the defender feats/attacks. Want an arcane arcobat, make a sorceror and that the feat to get sneak attack equivalent to a rogue ⅓ your level.
Overall, making classes extremely customizable defeats the entire point of a class system. If you want the freedom to pick mechanics and abilities in order to create a custom character, that's fine, but you would be better off without a class system in that case. You would also run into all the typical disadvantages of a non-class-based system, of which a very high learning curve is one.
No matter what some people here say, it is easier to learn how to play a simple class (regardless of the number of them) than a class with a lot of options and customization. It is easier to mix story and mechanics with rigidly designed classes than with a giant list of unrelated customization options. The game works better with 100 small classes than 10 big ones.