WSmith wrote:What do you guys prefer:
1. Seperate classes, such as ranger, barbarian, paladin, etc...
In general, I'd go this route. In Classic D&D, one of the common questions I get from players is "why can't I be a druid at level 1?" IMO, any variant/advanced class that makes sense for 1st level PCs should be a full fledged class.
WSmith wrote:
2. A sort of "fighter subclass branches" derived from a set of various proficincies, not actual "class", meaning customization for the basic fighter
Sounds like AD&D2e kits, IMO. In my experience, these are tough to keep balanced, and they add a little more complexity to character generation than I care for in a classic D&D style game.
WSmith wrote:
3. Advanced class for the fighter, (say a x level fighter can become a certain fighter)
I'm agreeable to this to a certain extent. The only caveat is that I find few examples of a real variant class that would be earned simply by being a high(er) level fighter or whatever. If there were other ways of earning access to these "advanced" classes, I would be all for it, for example:
- A fighter with Wis 12+ who abides by a "code of chivarly" the DM presents may become a paladin
- A Cleric who gives up metallic armor and weapons and abides by a "code of nature" the DM presents may become a druid
- A Thief with Dex 12+ who keeps his encumbrance level at "light load" or lighter may become an Acrobat.
- etc.
WSmith wrote:
5. Something not mentioned above
Well. sort of. While optional and/or advanced classes can sometimes fill niches overlooked by the core classes, I tend to find that most of these percieved holes in the classes can be filled by introducing a skill/proficiency system. I think such a system is at least worth considering if the game is to be expanded beyond the iconic core classes of classic D&D type games.