Since there’s been a huge argument over DnD, I though it would be nice to make our own Doper DnD. Yes, this is likely to be an disgustingly geeky thread. On the other hand, DnD, baby!
Here are the rules. If you criticize a previous suggestion/rules change/whatever, you must also compliment it and show respect, and try to comprehend the mindset which suggested it. It’s just an effort to maintain civility. Other than that, it mostly is free range. Set forth an entirely new system, or talk about a change to someone else’s.
To start with, I reccomend that we simplify the class structure.
There will be FOUR classes. Yes, you heard me, four. 4. Fighter, Rogue, Priest, and Mage. Every class will have high, medium, or low attack bonuses a’la 3rd edition (as it’s marginally simpler than including the Thief BAB from 1st and 2nd). Fighters high, wizard low, priest and rogue medium.
I’ve been thinking that saves are a little too easy to game and/or it might be better to have another one in there (Luck?). In most of our games, we wind up with the GM having to increase the spell DC’s and things because we rarely, if ever, fail on anything except a natural 1. Usually by level 7-8. We’re saving throw whores. Aside from which, it’s often nice to have a stat for random lucky things , which can simulate many heroic characters who always seem to get the short end of the stick (low), have things come their way (high), or just make their own way (average).
Continuing on, I see no reason not to use the traditional d10/d8/d6/d4 hit point arrangement. It’s classic and I likes it.
Obviously, spellcasters will… cast spells. The 3rd edition arrangement on attribute bonus = more spells/spell DC is neccessary if attributes still add into saving throws.
Now, for the fun stuff. When you first take a class, you choose your package. That is, for Fighter you can choose Champion (i.e., Paladin), Barbarian, Dark Knight, etc. This is how you get access to the specific abilities of your class. You just get one pick per level from your list for that package. There will also be a short general list for anyone to take. Presumably, the more powerful picks might require higher levels, but we’d have several new ones to choose from every level. However, this should top out at level 10. You can still take class levels and get new picks after that, but they shouldn’t have any tougher requirements.
The reasoning here is that this lets people multiclass but rewards consistency. You can learn any one thing in a class if you study it for a while, but you must really focus to get everything.
Now, you CAN get picks from other packages within your class. These cost extra. This is the price of “multi-classing”.
Apart from that, you take any combination of the four classes you like. If you want to be a Fighter 1, Rogue 3, Mage 7, Priest 4, go ahead. No penalty. You’re still not getting advantage from this because you’re not getting access to the more powerful picks. At the very first level, spellcasters get a lot of extra picks so they can choose what schools they have access to.
Finally, every class will have a Base Caster Level. Yes, Base Caster Level. This doesn’t give you any new spells or anything, but it does mean your old ones usually get better. Thus, you can take a few levels as a caster and hybrid it into your main class effectively.
This system has several advantages: it lets people whip up hybrids and make characters really easily, and with a lot less messing about with Prestige Classes and combing through esoteric books looking for stuff. You can also customize your character with a lot less fuss. No weird multivclass chains to avoid an xp penalty, no reliance.
There are still a number of things to think of, mostly about the picks. What abilities shoudl be basic and what should be picks - and of which package - is a big question.
Suggested Packages.
Fighter
Barbarian
Champion
Dark Knight
Martial Artist
Soldier
Rogue
Thief - traditional dungeon crawler
Pirate/Ninja* - backstabby/odd weapons guy (bombs, caltrops)
Traveller - lots of contacts
Scout - for ranger hybriding
Mountebank - for arcane trickster bybriding or nonmagical “magicians”
*Anyone have a good name suggestion. I picked Pirate/Ninja, because they were pretty similar as far as the classes presented here went. In short, this is the package for damage dealers.
Priest
Cleric - traditional smashy guy
Druid - take a wild guess (ba-dum ksssh!)
Shaman - “Spirits be witcha, mon”
Need some more here.
Wizards
Sorcerers - mastery of powers by will alone
Loremaster - knower of stuff/traditonal wizard types
Witch - curse masters
Necromancers - woot!
And I’m sure you’ve got a few ideas and I may get some more.