Wait - when did I propose changing hit points? That was in a different thread entirely.
Anyway, moving on: fighters need resource management, so that fighters can have nice things. If you have resource management, it's possible to give you nice things, and if you don't it isn't. I really think it's that simple.
So the fighter can have a whirlwind attack that is actually decent, if they are restricted to using it only a few times a day. Otherwise people bitch and moan and the fighter only becomes competitive with the wizards (however much we may balkanize magic) when the magicians are low on spells. This is just about the only thing that D&D 4th did
right that was a good idea in principle but they fucked it up so badly that entirely unrelated games will be ruined by the collateral damage of their epic fuck up.
So, resource management for fighters. It can be a branch of reconciliation to the 4rries! We're taking D&D 4th and making it even more better, mkay?
I personally don't care how resource management works - Frank makes a good argument (like based on real data rather than pulling things out of his ass) why having only a single resource track, with most maneuvers costing roughly equal, and a manageably small number of special moves, is the way to go. I'm a real scientist, so my hatred for psychologists is deep and enduring, but in this case they've accumulated some actual evidence for their hair-brained conjecture so I'm forced to concede that they're probably right. More than eight or so choices becomes a burden and a slowdown for the game. So let wizards and fighters "prepare" ~6 moves of various kinds and then give them some resource track, ki points or "fighting savvy" or whatever. Personally I like "rare" and "common" maneuvers and then having all classes share resource management, but I don't really care and it can balkanize into eighteen different fiddly systems, as long as the non-magical types get
something.
So, Frank, are we gonna do this thing or not?
If we're doing this thing, let's do a write-up on 12 classes, and see how they fall out for your design playchart?
Do we have preliminary agreement on:
Hero (could be "Wanderer"? "Soldier" and then they're grizzled veterans automatically?)
Champion
Assassin
Ranger
Monk
Paladin
Magus (white mage)
Warlock (pyromancer but with hellfire and some demon stuff too)
Alchemist (transmuter with potions, I suppose?)
Necromancer (has no actual necromancy,
like this guy? j/k)
Illusionist
Alienist (I've come around on this one)
So, workhorse spells for early levels could be:
Magus - Force Bolt (knocks enemies backwards, delaying their entry into melee or giving the fighters another chance to screw with them when they re-approach), Healing Light, Shield Other.
Warlock - Burning Hands (should not-suck, by setting people on fire and doing DOT?), Stinking Cloud, Imp, Pain Amplification.
Alchemist - Has resource management for his buffing potions which he gets to hand out... acid arrow? Web? Maybe the alchemist gets chemical ammunition and a crossbow, by default? Glitterdust is kind alchemic (you have some glitterdust to throw), as is Grease of course, those are both good low-level spells.
Necromancer - Sleep? Necromancers could also get various dream or even mind control stuff, and be Necrotelepaths/spiritualists or something. So you get animated dead, and you also do seances and hypnotize people with your gaze. You want to be a vampire when you grow up, after all.
Illusionist - Well, the various illusion spells with the illusion rules that you were going to write for book of gears. Color spray? That's a classic.
Alienist - Someone various things that are intrinsically scary or toxic or otherwise provide your debuffing indirectly? I think Alienists should stand around in combat cackling insanely and telling the opposition that they're doomed to futility, while monsters chew on them, and that it suits their nihilistic zeitgeist to tell unspeakable truths during combat rather than actually fighting or casting obvious "spells". But then you have to wonder why the alienists allies doesn't turn into cannibalist frog-men by collateral damage. Also, Alienists could get "Web" because spiders are pretty alien too.
Other stuff you've mentioned elsewhere which requires commitment:
[*] Control on the number of damage-types. Are you doing that? If not, keep in mind that my chronosword does a bonus 2D6 "shards" damage and also does 2D6 "nexus" damage. It's made of pimpsteel, do you have DR/pimpsteel?
[*] Mixed condition tracking, shaken->afraid also flummoxed->afraid etc.. This is of course a big deal for the spells you are handing out, since every spellcaster is going to need some mass-debuff spell, if they are going to have even rough parity.
At one point you had the damage types and the conditions conflated in some complicated correspondence (so "mental cold" damage made you first Slow, then Paralyzed, etc.) but personally I think that was kinda contrived. Don't have strong feelings about it though.
These two things can/should all by defined implicitly by the initial class designs/spell choices, of course.
Chaosium rules are made of unicorn pubic hair and cancer. --AncientH
When you talk, all I can hear is "DunningKruger" over and over again like you were a god damn Pokemon. --Username17
Fuck off with the pony murder shit. --Grek