Class
Class is far less important now than what it was, but still provides the cornerstone of character conduct. Magetypes cast, Warriors hack, Thieves sneak, etc…
The changes here are more cosmetic and thematic than affecting gameplay, except in a couple of instances.
Warriors
- Axemasters / Haftedmasters become a new unified Haftedmaster class. All the axes become hafted weapons. This brings together two weapons with similar modes of operation. Yes, both get the benefits of "Stunning Blows".
- Polearm Masters get Far-Reaching blows for nix at level one.
- Demonologists get shifted to mages.
Archers
Unchanged
Rogues
- Both classes get archery back. Their Magic-Device might be nerfed a little to compensate.
Assassins get Fatal Blow (see here for further info. I'll probably give it tothem for free at about L30 or so. It's a powerful ability, so it will need careful balance.
The Rework of Stealth (See IdeaArchive/Stealth and Invisibility)
Mages
The main change to this mob will be the limitations on wearing armour brought on by the new armour system. The mage shalt run away… (as the truism has it).
Mindcrafters – Will be shifted here, and their powers imported into GUSS. See here for further info.
- Runecrafters – gone until they work properly
- Alchemists – gone until they lose their intrinsic "Cheese Aura"
- Necromancers – Their powers will no longer be based on CON. Might even shift them to GUSS spells if I remember it.
- Deomoologists get shifted here, lose swordmastery, and gain mods in Fire and Mind Schools. The Demonology equipment will be somewhat nixed. Demonblade becomes a dagger-equivalent, and the demonshield becomes a demonscale (AC 2). Become more mage-warrior than warrior-mage...
Priests
All priests will get their God-granted school spells at a small mod. Although Prayer will be a more efficient method of raising spell level (for the most part), it gives the Priest the option to become a more powerful spellcaster. Prayer skill will also more effectively affect Piety Gain As per here
- Mindcrafters will be shifted to Mages
- Paladins will get better combat skill-mods.
- Monks – moved from Loremasters. Divine aim will have to be rejigged to ensure that it affects Barehand, but the judicious use of the revamped Stoneskin will make these chars highly scary melee fighters. The curernt Paladin class will be dropped, or alternately repackaged as "Knights of the Swan" and shifted back to Warriors
Loremasters
Several of these will be deleted, for reasons of pure gameplay-style prejudice on my part. Hey, it's my module.
- Loremasters - Deleted
- Summoners – Deleted (death to cheese!)
- Monks – moved to Priests, now Tulkas Priests.
Mimics – To be reworked. The mimic forms will have their own combat styles and made more powerful. However, there will be serious impediments to spellcasters who try to (say) make those complex little finger gestures whilst in the body of a Mumak.
- Symbiants – Reworked to be more combat oriented and less "Summon GWoP. Sit back and watch"
Chatter
KhymChanur: About making symbiants more combat oriented, the primary thing to do would probably be to make new combat-type, non-summoning non-movers which are more powerful than death molds.
Something else that might be interesting to do with symbiants would be to allow them to wield certain symbionts, like death swords, as a weapon. A symbiant could use them with greater skill than an ordinary weapon, plus the more powerful ones could simultaneously send out a special attack while also doing normal weapon damge.
NerdanelVampire: Or perhaps symbiants could enter into symbiosis with certain moving monsters, such as jellies.
Sirrocco: you might also consider barehand symbiotes, and new and more interesting flags available from equipping certain types. If fusing with a red mold gave you a *2 fire brand, that's suddenly a very tempting thing as a barehander - and the idea of having the mold fusing with the symbiote's hands is not an unreasonable one.
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