Kioran
2007-09-29, 06:18 AM
I´ve seen a lot about the problems of 3.5, about 4th Ed. and it´s direction. Some are major, some are minor - I think they´re doing away with some of the stronger points of 3.5. In my opinion, it just needs reworking based on some observations that were made, by accident, during the development of 3.5 and the subsequent splatbooks, and a better skill and multiclassing mechanic. In short, not a few major changes, but a slew of minor changes deeper down.
Basically, I´d leave abilities as they are, and rework, in the following order:
Classes
- Classes use a mix of fixed Features and something like d20 Modern Talents
- 1 generic class that can be a bit of everything, customizable but weaker than the specialists in their specialty
- 3 Fighting classes (Barbarian/Ranger, Fighter, Blessed/Arcane Warrior)
- 3 Skillmonkey classes (Monk/Ninja, Expert PC-Class, Trickster/Bard)
- 3 Spellcasting classes, all spellcasters have two caster stats, one for DCs and effects and one for spells available/bonus spells (Miracleworker/Cleric with Wis/Cha, Wizard with Int/Wis, Sorceror with Cha/Int)
Arrange the classes in a triangle, with the generic class in the center. Now we have three colors, F (Fighting), S (Skills) and M (Magic). There are three pure classes (Fighter, Wizard and Expert), and 6 classes which are, to some degree, hybrids. The Paladin would be FFM, the Sorceror MMS, the Monk SSF and Bard SSM.
Just for an example. The iconic abilities of classes like Bard and Druid get shunted into Talent trees, these are available to one or two classes (Arcane Warriors or Miracleworkers can both Turn Undead/lay on hands for example), or in rare cases, Prestige classes.
The difference between Prestige classes and base classes is that Prestige Classes have no Talents - they have a set of fixed class Features. Base classes have minor talents from lvls 1-10, and major talents at higher lvls. the minor talents are pretty much available to almost anyone, the major ones constitute an incentive to play one specific class to high levels.
Multiclassing
Remove the penalties, but adjust the benefits. Each class starts out with a class skill list and weapon proficiencies, and if you multiclass, you do not get all of them. You gain 2 Skills or somesuch to your list, per level in the new class, and one weapon or armor proficiency. You´re not suddenly a Fighter/Rogue, but a Rogue that gradually starts to become more Fighter-like through multiclassing. Obviously, that allows gradual hybridization through multiclassing.
Anything that is on your amalgamated class skill list is class skill. Some classes stack partially with spellcasters for Spell progression (example: Half your bard levels stack with your Wizard levels for Spell progression), thus making gish-builds through multiclassing possible.
Skills
Make them more important, involve them in fights. Have a craft system that makes sense (rules for better materials for example) and actually confers benefits to those having the skills (more on this in the magic item blurb).
Most significant change: battlefield control becomes two skills, Screening opposed by Skirmish. Succesful Screening checks allow you to stop opponents within your reach (or in reach of a readied move action/5-foot step), Skirmish checks allow you to oppose these or avoid AoOs (like tumble now. These two are Synergies).
New Skill Feat: Skill familiarity, which confers a +2 Bonus and adds the skill to your list, and Skill focus provides a +3 bonus stacking with familiarity for those who have the skill on their lists.
Feats
Should be more useful, a lot more useful. Not on par with Talents or class Features, but more significant, and, most importantly, more balanced. These should offer you multiple good ways to enhance your fighting prowess and AC instead of Power attack and Leap attack being the Feats to end all Feats.
They should also offer improvement for certain skills beyond the scope of a flat bonus, such as faster crafting, a slow fall ability scaling with your tumble skill etc.
Races
Slightly rebalancing the Core 7, making half-elfs and half-orcs suck less. Remove favored class.
High powered LA-Races should become racial classes that, instead of talents and Class Features, grant the powers of the race over the course of it´s levels, with HD according to base creature (Planetouched get Outsider-HD, but slower racial progression, Ogres get Giant-HD, which are worth a lot less and thus accelerated racial progression). This needs careful balancing of class Features against HD, obviously.
These are the minor reworks, which could be done quite fast, leaving the three more taxing reworks:
Basically, I´d leave abilities as they are, and rework, in the following order:
Classes
- Classes use a mix of fixed Features and something like d20 Modern Talents
- 1 generic class that can be a bit of everything, customizable but weaker than the specialists in their specialty
- 3 Fighting classes (Barbarian/Ranger, Fighter, Blessed/Arcane Warrior)
- 3 Skillmonkey classes (Monk/Ninja, Expert PC-Class, Trickster/Bard)
- 3 Spellcasting classes, all spellcasters have two caster stats, one for DCs and effects and one for spells available/bonus spells (Miracleworker/Cleric with Wis/Cha, Wizard with Int/Wis, Sorceror with Cha/Int)
Arrange the classes in a triangle, with the generic class in the center. Now we have three colors, F (Fighting), S (Skills) and M (Magic). There are three pure classes (Fighter, Wizard and Expert), and 6 classes which are, to some degree, hybrids. The Paladin would be FFM, the Sorceror MMS, the Monk SSF and Bard SSM.
Just for an example. The iconic abilities of classes like Bard and Druid get shunted into Talent trees, these are available to one or two classes (Arcane Warriors or Miracleworkers can both Turn Undead/lay on hands for example), or in rare cases, Prestige classes.
The difference between Prestige classes and base classes is that Prestige Classes have no Talents - they have a set of fixed class Features. Base classes have minor talents from lvls 1-10, and major talents at higher lvls. the minor talents are pretty much available to almost anyone, the major ones constitute an incentive to play one specific class to high levels.
Multiclassing
Remove the penalties, but adjust the benefits. Each class starts out with a class skill list and weapon proficiencies, and if you multiclass, you do not get all of them. You gain 2 Skills or somesuch to your list, per level in the new class, and one weapon or armor proficiency. You´re not suddenly a Fighter/Rogue, but a Rogue that gradually starts to become more Fighter-like through multiclassing. Obviously, that allows gradual hybridization through multiclassing.
Anything that is on your amalgamated class skill list is class skill. Some classes stack partially with spellcasters for Spell progression (example: Half your bard levels stack with your Wizard levels for Spell progression), thus making gish-builds through multiclassing possible.
Skills
Make them more important, involve them in fights. Have a craft system that makes sense (rules for better materials for example) and actually confers benefits to those having the skills (more on this in the magic item blurb).
Most significant change: battlefield control becomes two skills, Screening opposed by Skirmish. Succesful Screening checks allow you to stop opponents within your reach (or in reach of a readied move action/5-foot step), Skirmish checks allow you to oppose these or avoid AoOs (like tumble now. These two are Synergies).
New Skill Feat: Skill familiarity, which confers a +2 Bonus and adds the skill to your list, and Skill focus provides a +3 bonus stacking with familiarity for those who have the skill on their lists.
Feats
Should be more useful, a lot more useful. Not on par with Talents or class Features, but more significant, and, most importantly, more balanced. These should offer you multiple good ways to enhance your fighting prowess and AC instead of Power attack and Leap attack being the Feats to end all Feats.
They should also offer improvement for certain skills beyond the scope of a flat bonus, such as faster crafting, a slow fall ability scaling with your tumble skill etc.
Races
Slightly rebalancing the Core 7, making half-elfs and half-orcs suck less. Remove favored class.
High powered LA-Races should become racial classes that, instead of talents and Class Features, grant the powers of the race over the course of it´s levels, with HD according to base creature (Planetouched get Outsider-HD, but slower racial progression, Ogres get Giant-HD, which are worth a lot less and thus accelerated racial progression). This needs careful balancing of class Features against HD, obviously.
These are the minor reworks, which could be done quite fast, leaving the three more taxing reworks: