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What if you were in charge of reworking classes for 5.5?
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<blockquote data-quote="Cap'n Kobold" data-source="post: 8609131" data-attributes="member: 6802951"><p>Hmm. OK.</p><p>Part-casters: I would up the access to spells for part-casters. Current 1/3rd casters I would probably give current 1/2 casting progression to. Current 1/2 casters would probably get up to level 7 spells (2/3rds caster), although not as many as full casters.</p><p>I would also change the (unwritten) rule that subclasses cannot take away features of the base class.</p><p>Several classes would have a major decision point in addition to subclass choice in the same way that warlocks get their Pact and subclass.</p><p></p><p>Barbarian - I would expand this class to all warriors that tap into reserves of power for periods of time, and remove the "cultural" element (tribal, outlander, bearded, etc) completely. The new barbarian will include the same subclasses, but may also include the current Samurai, as well as the Champion - a simple, damage-focused subclass that gets lower, but always-on bonuses. Also increase capabilities outside combat such as ability to spend rages to get ability score, or check boosts.</p><p></p><p>Bard: - I would make an Intelligence-based caster. </p><p></p><p>Cleric - Seem pretty good at the moment. Possibly just reining in outlying subclass abilities such as some of the Twilight cleric. Vary spell lists a bit more, especially the Nature Cleric.</p><p></p><p>Druid - Make reduced caster. Change Wildshape to use templates based on druid level/proficiency bonus like the Tasha's summons and primal beasts do, and give more uses.</p><p></p><p>Fighter - make maneuvers the core of the class. Reduce number of attacks and raw damage potential, but give a wide variety of special capabilities. These will include buffs and extra abilities for allies, inflicting conditions on opponents, and out-of combat capabilities. Think Warblade from Bo9S. Allow some subclasses to use magic like Monk and Swordmage. </p><p></p><p>Monk - Folded into Fighter. "Martial Artist" is currently the core identity of two classes at the moment and doesn't need to be.</p><p></p><p>Paladin - Remove Divine Smite. Remove concentration requirement on all smite spells. Make Wisdom caster. (Really tempted to fold this into a couple of other classes, but there are enough differences to leave out.</p><p></p><p>Ranger - This class would be too similar to a Fighter or Rogue with outdoorsy skills and abilities. - Changed (and possibly renamed) to a pet class that defines basic capabilities for a class with companion(s) and some spellcasting. This will have subclasses that completely define the concept such as a necromancer, construct maker, or primal nature companion.</p><p></p><p>Rogue - Remove weapon restrictions to sneak attack. Allow them to get special use out of skills that they have expertise in. </p><p></p><p>Sorceror - Give extra metamagic points to, but possibly remove their ability to just trade them in for extra spells. Allow some choice of casting ability. Give a few additional spells by giving chains of spells with specific themes that the sorceror can cast from metamagic points like the current Aberrant mind. Clarify that not all sorcerors tap into Arcane magic.</p><p></p><p>Warlock - Rein in Eldritch Blast/Agonising blast as a base ability, but allow subclasses to modify it. Make Intelligence-based, although some subclasses may allow other abilities.</p><p></p><p>Wizard - Possibly reduce their overall spell list so they aren't poaching from every other class in the game quite so badly. Reduce total number of spells memorised by a little, but allow Arcane Recovery to change some spells as well as regaining slots. Change spell school-based subclasses to give more tangible benefits when casting a spell from the preferred school.</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 8609131, member: 6802951"] Hmm. OK. Part-casters: I would up the access to spells for part-casters. Current 1/3rd casters I would probably give current 1/2 casting progression to. Current 1/2 casters would probably get up to level 7 spells (2/3rds caster), although not as many as full casters. I would also change the (unwritten) rule that subclasses cannot take away features of the base class. Several classes would have a major decision point in addition to subclass choice in the same way that warlocks get their Pact and subclass. Barbarian - I would expand this class to all warriors that tap into reserves of power for periods of time, and remove the "cultural" element (tribal, outlander, bearded, etc) completely. The new barbarian will include the same subclasses, but may also include the current Samurai, as well as the Champion - a simple, damage-focused subclass that gets lower, but always-on bonuses. Also increase capabilities outside combat such as ability to spend rages to get ability score, or check boosts. Bard: - I would make an Intelligence-based caster. Cleric - Seem pretty good at the moment. Possibly just reining in outlying subclass abilities such as some of the Twilight cleric. Vary spell lists a bit more, especially the Nature Cleric. Druid - Make reduced caster. Change Wildshape to use templates based on druid level/proficiency bonus like the Tasha's summons and primal beasts do, and give more uses. Fighter - make maneuvers the core of the class. Reduce number of attacks and raw damage potential, but give a wide variety of special capabilities. These will include buffs and extra abilities for allies, inflicting conditions on opponents, and out-of combat capabilities. Think Warblade from Bo9S. Allow some subclasses to use magic like Monk and Swordmage. Monk - Folded into Fighter. "Martial Artist" is currently the core identity of two classes at the moment and doesn't need to be. Paladin - Remove Divine Smite. Remove concentration requirement on all smite spells. Make Wisdom caster. (Really tempted to fold this into a couple of other classes, but there are enough differences to leave out. Ranger - This class would be too similar to a Fighter or Rogue with outdoorsy skills and abilities. - Changed (and possibly renamed) to a pet class that defines basic capabilities for a class with companion(s) and some spellcasting. This will have subclasses that completely define the concept such as a necromancer, construct maker, or primal nature companion. Rogue - Remove weapon restrictions to sneak attack. Allow them to get special use out of skills that they have expertise in. Sorceror - Give extra metamagic points to, but possibly remove their ability to just trade them in for extra spells. Allow some choice of casting ability. Give a few additional spells by giving chains of spells with specific themes that the sorceror can cast from metamagic points like the current Aberrant mind. Clarify that not all sorcerors tap into Arcane magic. Warlock - Rein in Eldritch Blast/Agonising blast as a base ability, but allow subclasses to modify it. Make Intelligence-based, although some subclasses may allow other abilities. Wizard - Possibly reduce their overall spell list so they aren't poaching from every other class in the game quite so badly. Reduce total number of spells memorised by a little, but allow Arcane Recovery to change some spells as well as regaining slots. Change spell school-based subclasses to give more tangible benefits when casting a spell from the preferred school. [/QUOTE]
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