Due to limitations and compatibility with other mods, I had to shelf my Overhaul mod (though agonizing due to time spent on it). However, I have been planning out a class reborn mod. It is not specifically D&D lore friendly, but I tend to like to tinker with stuff more than actually playing it. Anyway, if anyone is interested, I'd love to get feedback and hash out possibilities. This mod will not be compatible with other class/kit mods, but, considering the scope of it, it wouldn't make sense to.
I have always felt that trueclasses have gotten the short end of the stick. Most people do not play any base class through the game without MC or DC. Why would you when the meta allows you to take a kit and make it much better. Kits have never sat well with me either. You'd think you would need to put in some hours being a paladin before you start smiting undead, or as a thief before you are doing somersaults and backflips as a swashbuckler.
The plan here is to take the 11 base classes (I am using barbarian as a base class instead of a fighter kit) and give a progression to it. Preemptively, I am planning for there to be a class change at level 6 and level 18. I was considering 5 and 15 or 7 and 21 but decided right now on 6 and 18. You can choose one of 2 paths that focus on a specific trait of the class and you will then choose another path to further focus more. This will end with 44 possible end kits (with another 22 mid-kits). In the next few posts I'll outline my ideas and hopefully someone will be interested and provide any feedback.
Monks: Wis Mod (+/-) AC Fighters: DEX Mod (+/-) AC Missile bonus (Done) Paladins: Chr Mod (+/-) Magic Resistance Rangers: Can use Dex Mod instead of Str Mod for To Hit (Done) Bards: Chr Mod (+/-) Experience points Barbarians: Con Mod + Str Mod (+/-) Damage resistance (or some other combination) Thieves: Int Mod (+/-) Off Hand To Hit Clerics & Druids: Int Mod (+/-) Casting Level Mages and Sorc: Wis Mod (+/-) Casting Speed