arnwyn said:
As an aside, I did like the swashbuckler, summoner, and pirate class ideas...
Eh. I tend to think that the swashbuckler and pirate are awefully similar and could be combined into a single class. I'm torn, though on whether this should be a separate class or not. The Fighter class seems like it _should_ embody all weapon-master types, which a swashbuckler definitely is. Still, the Fighter falls flat on making a swashbuckler competitive because it's a heavy armour and high skill concept, while a swashbuckler is low armour and extreme skill concept. Multiclassing to Rogue adds a bit in the intelligent, low armor category, but a swashbuckler really needs the pure BAB -- if anything, they should be _better_ than a tank.
I definitely don't like the Paladin as a core class. It's just entirely too narrow in focus for a base class, IMHO. I'm all for a Paladin PrC, but not a base class.
I would like to see a summoner, though. I've tried to create one a couple of times in 3E and they are simply not effective most of the time, and they are lacking a bit in "feel".
The cleric could go, so far as I care. Its magic doesn't seem divine at all. And the warlike stance of the armor, especially, comes at the cost of making an unarmored cleric suboptimal, even if it is more appropriate to the deity. I'd like to see some sort of mystic class replace it.
I have an interest in seeing a "wildlands" class that could branch equally well into the Ranger or Barbarian class as a PrC. The archetypes, IMHO, are just too close. Both are tough wilderness warriors that could give a Fighter a good run through a combination of hardiness, non-weapon skills, and odd tactics.
I
definitely don't want to see classes go away. IMHO, classes and levels are the ultimate sacred cow of D&D. Once they disappear, it cannot be D&D. I
am interested in seeing some flexible classes, however, that could fit multiple concepts.
I think that things like BAB, HD, saves, and spell slots/points need to be set in stone for each class. Anything else opens the system up to too much play and undermines the "infrastructure" too much. Whatever is done to increase flexibility of the classes must be done without making these "swappable" or "buyable". Of course, that means I hate the idea of using nothing but a class-build point system.