steeldragons
Steeliest of the dragons
Pulling from the "Let's make a Warlord for 5e" thread -seems more appropriate to expound upon here- one could also go the route of sorting classes by "meshing" abilities for every base class...as I alluded to in a previous post.
This organization, which I am warming up to more and more,would give you a game presenting something similar to the following...
OO! WHAT IF...instead of 3e+ style MCing, part of the game and class organization is worked up like ye olde Thief-Acrobat or Bard? If you're a fighter, you be a fighter for, like, at least 3 but no more than 5 levels, you can take one of the "subclass" options or just continue on the straight-up Fighter track?
So, you want to be a barbarian, fine. You're a fighter running around in a loin cloth with a battle axe for 3-5 levels and then you take/become a [Fighter-]Barbarian and the rest of your progression is your Barbarian tricks and features and rage shtick.
Want to be a paladin? Great! You buy your armor and sword. Maybe get a horse. You play the pious knight-in-shining-armor for 3-5 levels and then you can take/become a [Fighter-]Paladin tricks and features and auras and "hand laying" shtick.
Fighter: be the normal fighter-warrior guy, whatever flavor/style you want. Hits reliably, damages reliably, stays standing longer than most. All armor. All weapons. NO Magic.
--Barbarian: the Con. Ftr., Signature thing: Rage, deals more damage, gets some survival/endurance skills, NO MAGIC!
--Warlord: the Int. Ftr., Signature thing: Inspire, hits more often (through others), others stand longer (helps with saves), gets some interactive/leadership skills, NO MAGIC!
--Paladin: the Wis Ftr., Signature thing: Auras & Divine magic, better hit/damage/control through magic effects & limited spells.
--Ranger: the Dex. Ftr., Signature thing: "Marks" [favored prey/quarry/enemies] & limited Nature magic, limited hit/damage/control through magic effects & limited spells, some nature/stealth skills.
--Swordcaster ["spellsword, swordmage, eldritch knight," whatever]: the Cha. Ftr., Signature thing: Arcane [or Mystic/psychic?] magic, better ability (hits/damage/field control/what have you) through magical effects & limited spells. Basically, a Ftr-Sorcerer or Ftr-Mystic vs. a Ftr-spell-casting-MU/Wizard. A Jedi. Let's call it what it is, it's a D&D Jedi.
Mage: be the normal magic-using spell-slinging guy, whatever flavor you want. Casts spells, know lore n' stuff, squishy squish but eventual uber power. No armor. Limited weapons. ALL Magic.
--Illusionist: the Dex. MU, Sig: Illusions, arcane magic, perception manipulation/control.
--Psychic: the Con. MU, Sig: Mental Powers, mind and force manipulation/control.
--Hedge/Witch: the Wis. MU, Sig: Hexes, arcane & nature magic, nature & crafting tricks & skills.
--Sorcerer: the Cha. MU, Sig: Spell Topic Trees/Metamagic, arcane magic, at-will powers.
--Battlecaster: the Str. MU, Sig: Martial Prowess, arcane magic, some armor, some more weapons.
Rogue
--Thief: Cha. Rog.
--Acrobat: Str. Rog.
--Assassin: Con. Rog.
--Bard: Wis. Rog.
--Investigator: Int. Rog.
Mystic
--Cleric: Str. Mys.
--Druid: Con. Mys.
--Warlock: Cha. Mys.
--Necromancer: Int. Mys.
--Monk/Ascetic: Dex. Mys.
This organization, which I am warming up to more and more,would give you a game presenting something similar to the following...
OO! WHAT IF...instead of 3e+ style MCing, part of the game and class organization is worked up like ye olde Thief-Acrobat or Bard? If you're a fighter, you be a fighter for, like, at least 3 but no more than 5 levels, you can take one of the "subclass" options or just continue on the straight-up Fighter track?
So, you want to be a barbarian, fine. You're a fighter running around in a loin cloth with a battle axe for 3-5 levels and then you take/become a [Fighter-]Barbarian and the rest of your progression is your Barbarian tricks and features and rage shtick.
Want to be a paladin? Great! You buy your armor and sword. Maybe get a horse. You play the pious knight-in-shining-armor for 3-5 levels and then you can take/become a [Fighter-]Paladin tricks and features and auras and "hand laying" shtick.
Fighter: be the normal fighter-warrior guy, whatever flavor/style you want. Hits reliably, damages reliably, stays standing longer than most. All armor. All weapons. NO Magic.
--Barbarian: the Con. Ftr., Signature thing: Rage, deals more damage, gets some survival/endurance skills, NO MAGIC!
--Warlord: the Int. Ftr., Signature thing: Inspire, hits more often (through others), others stand longer (helps with saves), gets some interactive/leadership skills, NO MAGIC!
--Paladin: the Wis Ftr., Signature thing: Auras & Divine magic, better hit/damage/control through magic effects & limited spells.
--Ranger: the Dex. Ftr., Signature thing: "Marks" [favored prey/quarry/enemies] & limited Nature magic, limited hit/damage/control through magic effects & limited spells, some nature/stealth skills.
--Swordcaster ["spellsword, swordmage, eldritch knight," whatever]: the Cha. Ftr., Signature thing: Arcane [or Mystic/psychic?] magic, better ability (hits/damage/field control/what have you) through magical effects & limited spells. Basically, a Ftr-Sorcerer or Ftr-Mystic vs. a Ftr-spell-casting-MU/Wizard. A Jedi. Let's call it what it is, it's a D&D Jedi.
Mage: be the normal magic-using spell-slinging guy, whatever flavor you want. Casts spells, know lore n' stuff, squishy squish but eventual uber power. No armor. Limited weapons. ALL Magic.
--Illusionist: the Dex. MU, Sig: Illusions, arcane magic, perception manipulation/control.
--Psychic: the Con. MU, Sig: Mental Powers, mind and force manipulation/control.
--Hedge/Witch: the Wis. MU, Sig: Hexes, arcane & nature magic, nature & crafting tricks & skills.
--Sorcerer: the Cha. MU, Sig: Spell Topic Trees/Metamagic, arcane magic, at-will powers.
--Battlecaster: the Str. MU, Sig: Martial Prowess, arcane magic, some armor, some more weapons.
Rogue
--Thief: Cha. Rog.
--Acrobat: Str. Rog.
--Assassin: Con. Rog.
--Bard: Wis. Rog.
--Investigator: Int. Rog.
Mystic
--Cleric: Str. Mys.
--Druid: Con. Mys.
--Warlock: Cha. Mys.
--Necromancer: Int. Mys.
--Monk/Ascetic: Dex. Mys.