All right. So. Proposed race and class listing for the next edition.
Class/Power Structure
Honestly, I should've posted my new proposed class system for 5E in this thread. I suppose that it
wouldn't be a big deal to just show you the URL. Or even copypaste, if people are feeling THAT lazy.
Classes
Psionic: Monk, Psion (telekinesis and telepathy), Artificer
Arcane: Warlock (illusion/enchantment), Wizard (conjurer/transmutation), Warsage (weapon-focused evoker)
Divine: Shaman (Diviner/Necromancer), Druid, Paladin
Martial: Rogue, Warlord (what the fighter was called), Ranger (Barbarian/Ranger combination)
Possible Kits:
Monk: Mystic, Bender, Animal Fist
Warlock: Hexer, Witch, Thrallherd
Wizard: Summoner,
Paladin: Cleric, Crusader, Grey Guard
Druid: Warden, Shapeshifter, Elementalist
Ranger: Barbarian, Planeswalker, Dungeon Raider
Rogue: Assassin, Spy, Jester
Warlord: Soldier, Gladiator, Mercenary
Shaman: Spiritualist, Necromancer, Oracle
Artificer: Rune Knight, Engineer, Alchemist
Warsage: Kensai, Ninja, Bard
Psion: Psyker, Mindlord, Mutant
Races
Human Paladin
Elf Wizard
Dwarf Ranger
Goblin Artificer
Orc Warsage
Halfling Rogue
Warforged Monk
Lizardmen Psion
Shifter Druid
Hobgoblin Warlord
Tiefling Shaman
Racial changes: Half-races will be a variant of pre-existing race where they get some special options. But as far as the game is concerned, half-elves/half-orcs and the like are pretty much just humans with some makeup and a special ability or two. Shifters and tieflings are explicitly derived from humans. Orcs, Hobgoblins, Goblins, and Bugbears are goblinoids. Dragonborn are out, they're just called Lizardmen. Kobolds are a split-off race from lizardmen.
Backgrounds:
Will be mandatory in 5E. They'll work just like they did in 4E, though they'll have more description to them. Everyone picks two backgrounds. Some backgrounds are class/ability dependent. Even though backgrounds are mandatory, they do not provide any mechanical incentive. Once a character does have their background they are of course free to ignore their background if it becomes irrelevant/uninteresting.
Equipment:
Will be a mixture of automatic, created, and found items. I believe that 5E could benefit from a good magic item creation system like in 3E if I can ever think of a way to provide a balanced system that provides a lot of choice without overshadowing 'found' magical items. Automatic items will be shit like arrows and rations at low levels and decanters of endless water and +2 swords at higher levels--stuff that will hurt you not to have but doesn't take any effort to get.
Skills:
The skill system will pretty much work like it does in 4E (binary have it/don't have it system, everything gets a +BLB though), however the bonuses will be more tightly controlled to prevent people from 'dropping off'. Honestly I think that open-ended professions should be thrown into the mix, where you use things like your 'Pottery' profession to look for weaknesses in the castle walls and your 'Orator' profession to give a stirring speech to the army. I am willing to be proven wrong on this, however.
Weaknesses:
Should be mandatory. I discussed mostly how they should go earlier in this thread, though I can copypaste again if people are interested.
Contacts: Will mostly work like they do in Shadowrun, however instead of contacts being fixed you can also 'level-up' your contacts (i.e. going from being friends with the Town Guard captain to the head of the biggest wizard's guild on the continent).
With all of that, I think that people just picking up the Player's Handbook will have a lot of ways to customize their character without feeling overwhelmed. If people still think that this is too much stuff for a character to have we can spread it a bit out. For example, instead of getting a kit at first level you get it at fourth. You don't pick up your first contact until third level. So-on.