Doug McCrae
Legend
Nah, clerics are still in.Ragnar69 said:An all-powerful gish that kills opponents as easily with the strokes of his mighty blade as with burning balls of fire? I hope that kind of character is gone![]()
Nah, clerics are still in.Ragnar69 said:An all-powerful gish that kills opponents as easily with the strokes of his mighty blade as with burning balls of fire? I hope that kind of character is gone![]()
Mort said:I knew I'd regret throwing in the example - oh well. But you didn't really address the problem - a fighter/mage was "available" directly out of the 3.0 phb - it just wasn't a very good (or even viable) option.
Well, the PHB can only be so thick. And its probably best to establish the normal archetypes before creating the hybrid archetypes.Regardless, that wasn't the main point - the main question is: how much "well, we'll address that later" is tolerable? We won't really know the actual answer until we see the books but then it becomes a viable question.
3) add cultural/environmental skill packages. The player chooses a package (or DM assigns packages to cultures if homebrewing a setting) that are added to race and provide a few skill ranks, a feat, and proficiency in a weapon (or second feat), common to all members of the culture.
4) Occupations per d20 Modern, but for a fantasy setting
6) Weapon Groups from UA
5) Classes
- remove most class features like armor and starting weapons as automatic standard class features and give each class additional bonus feats for 1st level characters. Armor and weapons would be among the bonus feat choices for certain classes at first level.
and give bonus feats and talents choices for each class. A wizard choosing fighter as a new class could choose a weapon, an armor, or another combat feat rather than learnng all weapons and armor just by taking a level in the class
- every class gets minimum of 4 + int bonus skill points per level (x4 at first level)
- classes use the poor save progression with the class taken as a first level character providing a one time bonus (or bonuses)
5a) 6 generic classes
- Adept: choose intelligence (Arcane), wisdom (Divine, Spirit) or charisma (Innate, Psionics, Ki) for spellcasting. Ex. priests, psychics, shaman's sorcerer, wizards,
- Expert: ex. cat burglars, nobles, scholars, spies,
- Warrior: barbarian warriors, duelists, gladiators, soldiers
- Martial Adept: blends aspects of Warrior and Adept with bard spell progression. choose intelligence (Arcane), wisdom (Divine) or charisma (Inate) for spellcasting: Ex. Battle sorcerers, Paladins, Rangers
- Physical Adept: blends aspects of Expert and Adept with bard spell progression. choose intelligence (Arcane), wisdom (Divine) or charisma (Inate) for spellcasting: Ex, bards, monks, niinja
- ? : Blends Martial and Expert role: ex. swashbucklers, martial rogues
Introduce new classes
Martial Artist: non-mystical unarmed fighter
Monk Priest: as the OA shaman, with variants for arcane and divine
Shaman: done as green Ronin's Shaman class
Witch: done as green ronin's witch class
7) Action Points
12) Magic Item creation
- new rules get rid of experience point expenditure
b) replace Improved Unarmed Strike with the brawl, combat ma, and defensive ma trees from d20 Modern
10) Combat
- class based defense bonus
- armor as dr
- Book of Iron Might style rules for combat maneuvers
- hit points: Either
a) Remove them and replace with True20 Toughness Save ; or
b) keep hit points with the following
- 10+ con bonus hit points at first level and less hit points gained at each level (class based defense would reduce getting hit and dr from armor would reduce damage taken
- penalties when at 50% and 25% of hit points remaining hit points
- death and dying rules (UA): no more negative hit points. At O hit points start making saves to avoid falling unconcious, dying stabilize and death.
11) Magic
Divine Magic: I think spell levels per times a day good for prayers answered by the gods. So the only change I would want are:
- Spontaneous Divine Casting (UA):
- rework domain spell lists to incorporate new spellls that better fit the domains
- Arcane casting: I dislikethe current system. My choices:
a) Elements of Magic rME (for arcane) and Green Ronin's Psychic Handbook (or Psionics)
b) Spell points with vitalizing (UA) for arcane
kennew142 said:I am one of those players and GMs who likes a large number of base classes. It makes it much easier to find a class that does exactly what you want it to do. There are some classes we never used in 3.5 (e.g. hexblade, warmage, shugenja, wu jen, samurai), some we wanted to, but never had a chance (e.g. beguiler, favored soul) and others that we made much use of (e.g. duskblade, warlock).
Greg K said:2) Races: remove the non-biological functions
3) add cultural/environmental skill packages. The player chooses a package (or DM assigns packages to cultures if homebrewing a setting) that are added to race and provide a few skill ranks, a feat, and proficiency in a weapon (or second feat), common to all members of the culture.
5) Classes
- remove most class features like armor and starting weapons as automatic standard class features and give each class additional bonus feats for 1st level characters. Armor and weapons would be among the bonus feat choices for certain classes at first level.
- every class gets minimum of 4 + int bonus skill points per level (x4 at first level)
Cleric:
- lower hit die to d6
- leather armor only
- more skill points
- divine grace as per paladin
- turn rebuke as paladin (unless received as a domain ability)
- bonus divine feats or abilities based on domains every 5 levels
- spontaneous divine casting
- smaller spell lists based on deity's domains + spells for the following: augury/communing, blessing the faithful, cursing/punishing heretics and enemies (e.g., bestow curse, mark of justice) and planar ally (specific creatures associated with the deity),
- lower spell power at higher levels with non-spellcasters
- class variants: cloistered cleric (UA), martial cleric (better hit die and armor)
6) Weapon Groups from UA
7) Action Points
8) Skills
- Expanded Uses for skills collected from Complete Adventurer and Races of the Wild
9) Feats
a) Make core the following
- weapon style feats
- divine feats (excluding divine metamagic)
10) Combat
- class based defense bonus
- armor as dr
- Book of Iron Might style rules for combat maneuvers
- hit points: Either
a) Remove them and replace with True20 Toughness Save ; or
b) keep hit points with the following
- 10+ con bonus hit points at first level and less hit points gained at each level (class based defense would reduce getting hit and dr from armor would reduce damage taken
- penalties when at 50% and 25% of hit points remaining hit points
- death and dying rules (UA): no more negative hit points. At O hit points start making saves to avoid falling unconcious, dying stabilize and death.
- Arcane casting: I dislikethe current system. My choices:
a) Elements of Magic rME (for arcane) and Green Ronin's Psychic Handbook (or Psionics)
b) Spell points with vitalizing (UA) for arcane
12) Magic Item creation
- new rules get rid of experience point expenditure
Doug McCrae said:Market pressures demand the printing of new classes (and spells, magic items, feats, monsters, etc) so we're never going to get away from that. But it seems 4e is doing a good job of taking the current classes apart and rebuilding them so they work. The prime example is the reduced power of the wizard.
Greg K said:2) Races: remove the non-biological functions
3) add cultural/environmental skill packages. The player chooses a package (or DM assigns packages to cultures if homebrewing a setting) that are added to race and provide a few skill ranks, a feat, and proficiency in a weapon (or second feat), common to all members of the culture.
5) Classes
and give bonus feats and talents choices for each class. A wizard choosing fighter as a new class could choose a weapon, an armor, or another combat feat rather than learnng all weapons and armor just by taking a level in the class
- classes use the poor save progression with the class taken as a first level character providing a one time bonus (or bonuses)
every class gets minimum of 4 + int bonus skill points per level (x4 at first level)
- as for the classes themselves, either one of the following:
6) Weapon Groups from UA
7) Action Points
8) Skills
- Expanded Uses for skills collected from Complete Adventurer and Races of the Wild
9) Feats
a) Make core the following
- weapon style feats
- divine feats (excluding divine metamagic)
c) remove natural spell
10) Combat
- class based defense bonus
- Book of Iron Might style rules for combat maneuvers
- hit points: Either
b) keep hit points with the following
- 10+ con bonus hit points at first level and less hit points gained at each level (class based defense would reduce getting hit and dr from armor would reduce damage taken
- penalties when at 50% and 25% of hit points remaining hit points
- death and dying rules (UA): no more negative hit points. At O hit points start making saves to avoid falling unconcious, dying stabilize and death.
12) Magic Item creation
- new rules get rid of experience point expenditure

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.