Okay, this one is:

Start with 5e, b/c I'm not so sure about 6e.

Fighter Classes

It's worth considering what currency non-Fighters spend to get cool powers. I mean Rangers have a d10 HD, bonus feats, full attack progression...AND ranger powers...AND spells. What did they give up? Bonus feats?

Two options:

PC Classes vs Monster Classes

Yes, monster classes grant ability scores, and powerful abilities to boot.

PC classes should grant many bennies that monsters don't, especially skills. And...perhaps feats?

Power Skills

Weapon and Armor Proficiencies are particularly good profs, and can't be taken with normal skills (or can they?). They have a large impact on combat.

You know what else does? Beast Mastery. Rage. Lay on Hands. Etc.

All the magicky-but-not-spellcaster types should gain skills which, like Arcana, Invocation, Thaumaturgy, etc, can have supernatural effects, but aren't "spell" spells. Just so they don't feel like casters so much.

And "spell spells" themselves might just be the same kind of skill. Effectively, each major power type per school could be one of these, such as:

Relative to SoL

The PCs have way too many feats, especially Ancestry. And why? Partially because of the "shadow levels at 0". Those probably shouldn't exist, because you can take classes at an actual level. This game should have just featured 3 monster levels on and fewer PC levels to start.

How many per level?

Feats should be kinda rare. Leaning toward 1/3, max 1/2, min 1/4. Definitely not 1/level.

Skills could alternate with feats, but they're definitely not as big a deal.

Rank up is a pretty big deal for numbers. Prof up is nice too.

Paths? Hmm.

Paths

Classes

Fighter

Every 2 levels (or so), gains a Martial Proficiency, which can be:

files
  • (up)
  • (cur)
  • Basics
  • classes
  • index