Ideas for D&DNext

The most important thing to me in the next iteration of Dungeons & Dragons, however, is a reintroduction of multiclassing. For me, the system built into D&D 4E for expansion beyond your core class choice was far too constrained. I have come up with an idea for a system that, while raw, I think could be developed into a level progression/multiclass system that would serve every player, from someone still playing D&D Basic to the most hardcore minmaxing 4E tactician, all while assuring balance at the table across all classes, all levels, and all play styles.

This idea is based on a number of sources. The first of which is my favorite D&D multiclassing system: as it was presented in the video game Neverwinter Nights. This system was based on 3rd Edition’s multiclassing system, however, I have not played 3E beyond a Game Day, so I cannot say how closely those systems those two systems resemble each other. I also steal from 4E Essentials’ class design, sprinkling in a dose of 4E’s Dark Sun Themes.

Under this system, each class is a finely streamlined entity, much like Themes in Dark Sun 4E. I envision a focused character concept, a single granted attack at each level, and a limited number of class features that tightly integrate with the class’ concept. The class features would be pulled from the standard class’ features that the concept is pulled from.

While I would like D&DNext to no longer use the term “Powers” I would like those abilities to remain in the game. (I’d prefer to use the terms Prayers, Exploits, Spells, etc. without saying “powers.” Perhaps calling them attacks or abilities? Powers just seems to have too much of a link back to video games and super hero comics, which old-schoolers aren’t going to be accepting of -and honestly, I don’t particularly accept either.)

Under this system, each class receives a single at-will, as well a single power at each level that grants a power (Encounter/Daily/Utility). Each class would have access to a pool of class features, not unlike those granted in Essentials. However, a 1st level character would not have all of the ones granted to a 1st level Essentials character.

At first level, you choose two class features. You may take both features from a single class; for example, a wizard character could take the Essentials features: “Apprentice Mage” and “Mage’s Spellbook”, however, another character might take “Mage’s Spellbook” and “Sneak Attack” instead, creating a mage/thief hybrid.

A character should also be able to acquire additional class features as it levels up. This would allow a character to gain additional class features from other classes, which it could freely take as it levels in the same manner as 3rd edition. At set intervals in level you can pick any class feature available to any class you currently are. You would not automatically receive any class features when acquiring a new class, only having the opportunity to add one at specific levels, though you might choose to retrain a class feature you already have for one from your new class.

In addition, whenever you would have access to a feat, you can also take a class feature. If you later acquire the class feature you had used a feat to acquire, you could then retrain that feat for something else. (There may be arguments whether allowing feats to be used for features is balanced, but obviously if this were introduced WotC would balance all feats on this scale.)

As an example, we will begin with a class called Elementalist Mage. This class’ concept should be a studious type, who has mastered elemental magic. This class has the following Class Features available to it: “Apprentice Mage”, “Mage’s Spellbook”, “Mage Cantrips” and “Lightning Darts” (which would be an element-fluffed “Magic Missile”). Our character chooses “Mage Cantrips” and “Mage’s Spellbook” as initial features. As a smart student, she foresees that there might be times when a quick and decisive strike might come in handy, so she uses her 1st level feat to acquire “Lightning Darts” as well.

As her 1st level at-will, she has trained in the use of “Arc Lightning.” For her first level encounter power she has studiously trained in the use of “Burning Hands.” “Fountain of Flame” long ago seemed to be a good idea for extra-fried enemy while not causing harm to any of her classmates. (These three choices are the only ones available to her, since she is only an Elementalist Mage, and these are the spells for first level for this class. Had she chosen a second class at first level, she would have access to that other class’ list as well.)

At second level, “Flame Shield” opens to her, which she happily takes after a number of close calls during her early dungeon-delving adventures. (This spell is actually the same as Essentials’ “Shield”, except that it’s flavored as flames surrounding the caster and only available in this form to an Elementalist Mage. Obviously there would be some overlap between spells for individual classes based on the same standard class. There would likely be a plethora of wizard-based classes, for example.)

Our mage has also been working with her friend, a roguish sort, on the art of dagger-play, and so Light Blade Expertise becomes her feat choice at level 2. (She could have chosen a different class at level 2 and grabbed a class feature with this level’s feat. She also could have chosen “Apprentice Mage”, but her relationship with the rogue and a desire to have a fallback option when an enemy gets too close again was too hard to pass up.)

At level 3, our elementalist has mastered the ability to cast “Shock Sphere” a few times each day (encounter power), and so she adds that spell to her spellbook.

At level 4, she has had time to work further with the rogue on her blade mastery, and so she veers a bit off her formerly chosen path. She becomes a Nimble Cutter (a variant of the Rogue class), which allows her access to the Essential’s Rogue exploit “Weapon Finesse”, which she uses her feat to train. She has also boosted her Intelligence and Dexterity.

At level 5, she goes back to her roots and scribes the “Fireball” spell into her spellbook.

At level 6, the Rogue “Swift Parry” seems like a really good idea. With her feat, a “Rogue’s Trick: Tumbling Trick” seems like a smart call as well.

Rather than pursue any of the rogue abilities, she could have just continued along the same path she began her career on. Going forward, she might choose to keep mixing class features between her two classes, or even choose additional classes to open further features!

This system allows people to choose to play streamlined characters with a tight focus by staying completely within the theme as presented and accepting the single granted ability at each level, or greatly expanded characters spanning a number of roles/abilities. This should well cover all styles of play in a way that everyone has access to the type of game they want.

Obviously this system lacks any sort of polish or balance. It’s not meant to be a final presentation, but more a jumping off point for the new edition’s designers to consider. What do you all think? Is this a system that can serve to make you happy at the table, regardless of whether your fellow players choose a streamlined character or one who dabbles a bit in multiple careers? Talk back to me in the Comments below.

(Just FYI, I wrote this post before this week’s Legends & Lore column, so it’s quite possible this issue has already been deeply considered, but I’d still like to throw it out there.)