ATM I can't exactly find that kind of compilation, but here's a link to the webpaeges where 4e is being hashed out. Some of the board members there have access to spoiler material.
I want to highlight the main things said during the animation:
1)infernal wrath is a race power - we who followed the rumors and news knew this for a while, still no idea what it actually does (its being hinted that its kinda like a retaliation effect in which creatures that hit you get an amount of dmg returned to them)
2) Demonic and Fey Pacts - im expenting this to be something similar to heritage feats.
3) the multiple hit ability with an eldritch blast is eldricht chain which is nothing new and kinda boring (russian script tries to make it sound like something new)
4)Warlocks seem to be the tieflings favored class... makes sense.
All this said its amazing how much *****ing is being made over this change....the tiefling is a great class to play, its a nice thing that they added it to the core(whether it should have been in PHB I and not PHB II i dont know), it seems people just dislike the idea that a subrace of humans who have had several generations of demonic pacts be in the core set (but they have no problem with having subraces of elves, dwarfs?)
Also in case no one knew theres already an article that starts disclosing the stats for elves... apparently WotC liked Orlando Bloom's acting so much that they seem to be using legolas as a basis for the new elves.
edit: found the article regarding the elf.... ill copy the pertinent info and spoiler it.
Elf
Quick, wary archers who freely roam the forests and wilds. Racial Traits Average Height: 5' 7"-6' 0" Average Weight: 100-130 lb.
Elf Racial Power With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves. Encounter
Free Action
Personal Effect: Reroll an attack roll. Use the second roll, even if it's lower.
Elven Weapon Training: You gain proficiency with the longbow and the shortbow. Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares). Group Awareness: You grant non-elf allies within 5 squares a +1 racial bonus to Perception checks. Elven Accuracy: You can use elven accuracy as an encounter power.
Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.
Play an elf if you want …
to be quick, quiet, and wild;
to lead your companions through the deep woods and pepper your enemies with arrows;
to play a ranger, a rogue, or a cleric.
Physical Qualities
Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf's hair color is dark brown, autumn orange, mossy green, or deep gold. Elves' ears are long and pointed, and their eyes are vibrant blue, violet, or green. Elves have little body hair, but males often grow long sideburns. They favor a wild look to their hair, which is often a shaggy mass of braids.
Elves mature at about the same rate as humans but show few effects of age past adulthood. The first sign of an elf's advancing age is typically a change in hair color -- sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be well over 200 years old and remain vigorous almost to the end. Playing an Elf
Elves are a people of deeply felt but short-lived passions. They are easily moved to delighted laughter, blinding wrath, or mournful tears. They are inclined to impulsive behavior, and members of other races sometimes see elves as flighty or impetuous, but elves do not shirk responsibility or forget commitments. Thanks in part to their long life span, elves sometimes have difficulty taking certain matters as seriously as other races do, but when genuine threats arise, elves are fierce and reliable allies.
Elves revere the natural world. Their connection to their surroundings enables them to perceive much. They never cut living trees, and when they create permanent communities, they do so by carefully growing or weaving arbors, tree houses, and catwalks from living branches. They prefer the primal power of the natural world to the arcane magic their eladrin cousins employ. Elves love to explore new forests and new lands, and it's not unusual for individuals or small bands to wander hundreds of miles from their homelands.
Elves are loyal and merry friends. They love simple pleasures -- dancing, singing, footraces, and contests of balance and skill -- and rarely see a reason to tie themselves down to dull or disagreeable tasks. Despite how unpleasant war can be, a threat to their homes, families, or friends can make elves grimly serious and prompt them to take up arms.
At the dawn of creation, elves and eladrin were a single race dwelling both in the Feywild and in the world, and passing freely between the two. When the drow rebelled against their kin, under the leadership of the god Lolth, the resulting battles tore the fey kingdoms asunder. Ties between the peoples of the Feywild and the world grew tenuous, and eventually the elves and eladrin grew into two distinct races. Elves are descended from those who lived primarily in the world, and they no longer dream of the Feywild. They love the forests and wilds of the world that they have made their home. Elf Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild. Male Names: Adran, Beiro, Carric, Erdan, Gennal, Heian, Lucan, Peren, Rollen, Soveliss, Therren, Varis. Female Names: Adrie, Birel, Chaedi, Dara, Ennia, Farall, Harrel, Iriann, Lia, Mialee, Shava, Thia, Valenae.
Elven Precision [Elf]Prerequisites: Elf, elven accuracy racial power, heroic tier Benefit: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.
Yeah, the place I found the elf before made it seem like the guy actually had the whole 4ePHB. What a tease to get so little, but still cool. Although I am a little confused because there are supposed to be three races of elves: wood, high, and dark. Is this wood elf or are those variations purely flavor?
And I don't know exactlty what to think about the racial abilites. * wamyc thinks.
Actually I really like them. I always was kind of put off by janky racial abilities that were quickly irrelevant. Like the gnome free spells per day. What does that matter to a level eight character? And as long as each race gets an ability that expands with hit dice or at least remains relevant for the whole 20 30 levels it will be cool to see race matter a little more.
Speaking of 30 levels, yes the interviews that the designers gave indicated that epic is now handled in a core way. Smart of them to take the popular features and make them core. I mean, how popular was the gnome. Although with gnomes as monsters and tieflings as PCs I feel like 4e will leave players adrift in a sea of moral relativism and self-serving. Sure, Gnomes can be territorial, but how slay-worthy are they really? It's not like there are great gnome armies or marauders. The most I could see in making a believable gnome villian is as a illusionist-thief or as a mad scientist artificer. But the flash animation made them seem like prepubescent hobbits with badger fixations. I can only hope that's just for humor's sake. I never did understand the point in listing the humaniod races in the MM.
Have not posted here in a while, but had an idea which I felt here would be the best idea to discuss.
It involves a modification to damage in D&D
Damage will still be calculated normally, so this does not involve any actual changes to the basic rules of Combat. This is one flaw of most alternative combat/damage rules, is that the whole game is built around A and requires a complete overhaul for B.
When hit with an attack, it will be classified by a wound category as follows (based on average rolls of equiv Cure spells)
Minor 1
Light 2-5
Moderate 6-10
Serious 11-15
Critical 16+
Damage is subtracted from hitpoints as normal, but each wound is marked separately.
Subtract your Con modifier (The Toughness Feat adds here as well) from the damage you take. So someone witha +2 Con Modifier could take 7 Damage and still have a Light Wound. You could save time by creating a damage threshold chart on your character sheet. Mr +2 Con would thus hav Minor 1-3, Light 4-7, etc.
Area Effect attacks (ie Fireballs, stuff you Reflex save for half damage) These hit the whole body, with each limb treated as a separate wound (Head, Arms, Body, Legs). Divide the damage by six before determining what kind of Wounds each body part takes. Those who make their save also avoid half of the blast and choose which three limbs are effected and can avoid damage to the rest completely.
Curing wounds. If a Cure spells is cast, it cures all wounds of the corresponding level and lower. This means sometimes Curespells heal more than they used to. This is a trade off for lesser spells from being less effecting against larger wounds.
A Spell one, level lower than a Wound can focus on that one wound and make it one Level less severe. So if someone has a Critical wound and three Serious wound, a Cure Serious Wounds spell could either cure all of the Serious wounds or make one Critical wound into a Serious Wound. The amount of damage remains the same, but the wound will be less likely to kill the character.
I will go into detail on the effect of Wounds and such later. I am at work and just took an important call handed direct from the CEO.
Not in this way, really. Adds a tad more book keeping. It is derived from the existing rules without adding anymore rolls. And I find adds more depth. I hate "I hit you for 50" "I am fine, even thjough that would chop a horse in half."
Makes people more weary of jumping into combat, promoting more actual role-playing.
Extra bit of info while I have a moment; When you fall below 0, you make a Fort Save with difficulty equal to your biggest Wound (Damage) +1 for each other Moderate Wound, +2 for each Serious, +3 for each Critical. If you succeed, you are incapacitated, if you fail you are dead. Makes Newbies less prone to dieing, since one or two hits should take most level one characters down, making the save very passable. Light wounds and minor wounds don't compound things.
Serious and Critical Wounds need attention or could lead to more damage and eventually death. Moderate and less generally do not need much work and heal naturally.
Time and a Healing skill roll can drop Wounds a level, difficulty equal to the damage.
Sakura, that is similar to damage conditions (bruised, wounded, hurt, staggered, disabled, etc.) in systems like M&M and True20.
I didn't think the book keeping for that was very bad, but doing it for each body part would add up. Though if you made different conditions for each part, it'd probably be more rememberable.
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All that I yearn for, for richer or poorer, is to be the light that you see. All that I yearn for, for richer or poorer, is to be the peace that you feel. All that I yearn for, for richer or poorer, is to fill your heart on my own.
But the rainbow is an image of hope for many reasons, as it is a brilliant sight coming out of oftimes dismal weather.
Not in this way, really. Adds a tad more book keeping. It is derived from the existing rules without adding anymore rolls. And I find adds more depth. I hate "I hit you for 50" "I am fine, even thjough that would chop a horse in half."
They do have a save or die effect when you take 50 or more damage from a single attack. I forget exacty what it's called - "massive damage," I believe.
Makes people more weary of jumping into combat, promoting more actual role-playing.
DnD to me feels like a system designed to emphasize combat, and while it does support social role-playing, I don't think it should ever discourage combat, since it's such an important part of the system. There are a lot of other systems where it makes more sense to encourage staying out of a fight IMO.
And while I like your system of wounds as a mechanic, I think that DnD needs much less bookkeeping and not more.
Sorry I've been out of it for a while, what with college and everything. Also, I've joined the University Sci-Fi/Fantasy club encompassing Films, Anime, Games, Reading, Writing and everything in between. That and having a game store within walking distance (plus a laptop and video games) has kept the inner (and outer) geek happy. Of course, there was the WoW era of my life. I'm still not sure whether I'm happy or not that its over.
Anyhow, I'm not sure how active I'll be, but I'm glad to see I'm still on the roster.
I'm currently doing an online Sci-Fi/Fantasy RP within said club. Hadrona Legends
I'm sure we'd be happy to have you drop in, check it out, make some comments, or even join up if you're interested.
Sorry I've been out of it for a while, what with college and everything. Also, I've joined the University Sci-Fi/Fantasy club encompassing Films, Anime, Games, Reading, Writing and everything in between. That and having a game store within walking distance (plus a laptop and video games) has kept the inner (and outer) geek happy. Of course, there was the WoW era of my life. I'm still not sure whether I'm happy or not that its over.
Anyhow, I'm not sure how active I'll be, but I'm glad to see I'm still on the roster.
I'm currently doing an online Sci-Fi/Fantasy RP within said club. Hadrona Legends
I'm sure we'd be happy to have you drop in, check it out, make some comments, or even join up if you're interested.
That's cool that you have a Scifi/fantasy club in college. In many ways, my inner nerd went pretty dormant during my college years. Although I did pick up a mean addiction to Super Smash Brothers that vaulted me to buy a Gamecube. Still haven't really kicked that one, even if I am in remission until the release of the sequel.
And it's nice to see there is life after WoW. I've lost a few friends who keep pushing it on me. But mmorpgs just aren't my thing. I prefer to really do things at my own pace and I find other people ruin the mood. And although there's a lot of attention paid to developing new instances, quests, etc., the impression I get is that the game, at the latest levels, is fundamentally identical in how you do all of the instances.
Hey guys--I've been trying to ask Photon Eater, but chances are he won't mind if I post a new [Natural 20] thread here shortly. I think we need to revive this thing, if we can.
WoW is awesome (being a middle level shadow priest is awesome, because you can always get into groups as combined healer/dps), but it sucked me in, chewed me up and swallowed me down. It became my life. Grades were affected, I barely knew my roommates, etc. The only reason I stopped was because the password was stolen.
There's a number of campaigns being run within Quark (the club) and Dragon's Keep (the nearby store), but I'm not sure I have time. Plus, I prefer online role play, as it gives more time to think (on the down side, less gets done).
On another note, I was wondering whether anyone knows of an open class based system. Such that one could decide to devote energy (points) into, say, combat, or spells, or psionics, or some sort of combination thereof.
The only open-class system I am really good with is the Generic Class system for d20; Warrior, Spellcaster, Expert, where you pick your spells, skills, etc., etc.
WoW is awesome (being a middle level shadow priest is awesome, because you can always get into groups as combined healer/dps), but it sucked me in, chewed me up and swallowed me down. It became my life. Grades were affected, I barely knew my roommates, etc. The only reason I stopped was because the password was stolen.
Maybe wow really is that awesome, but it's pretty scary to the uninitiated. Exactly because of how it just swallows people whole.
On another note, I was wondering whether anyone knows of an open class based system. Such that one could decide to devote energy (points) into, say, combat, or spells, or psionics, or some sort of combination thereof.
There are a lot of systems less focused on the class model than D&D, but I think you're asking for something in D&D, right? If not, you can look into the World of Darkness system from White wolf, which lets you control your progress however you want.
7th sea (d10) will let you do that somewhat, but the sorcery still comes in chunks you can't divide too much, though you can go half-blooded or twice blooded.
It is forum policy that a clan that hasn't been posted in over a month be retired. If anyone wishes to revive this clan, please send me a PM with a list of active members, and I would be happy to restore this clan.
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1)infernal wrath is a race power - we who followed the rumors and news knew this for a while, still no idea what it actually does (its being hinted that its kinda like a retaliation effect in which creatures that hit you get an amount of dmg returned to them)
2) Demonic and Fey Pacts - im expenting this to be something similar to heritage feats.
3) the multiple hit ability with an eldritch blast is eldricht chain which is nothing new and kinda boring (russian script tries to make it sound like something new)
4)Warlocks seem to be the tieflings favored class... makes sense.
All this said its amazing how much *****ing is being made over this change....the tiefling is a great class to play, its a nice thing that they added it to the core(whether it should have been in PHB I and not PHB II i dont know), it seems people just dislike the idea that a subrace of humans who have had several generations of demonic pacts be in the core set (but they have no problem with having subraces of elves, dwarfs?)
Also in case no one knew theres already an article that starts disclosing the stats for elves... apparently WotC liked Orlando Bloom's acting so much that they seem to be using legolas as a basis for the new elves.
edit: found the article regarding the elf.... ill copy the pertinent info and spoiler it.
Quick, wary archers who freely roam the forests and wilds.
Racial Traits
Average Height: 5' 7"-6' 0"
Average Weight: 100-130 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception
Elf Racial Power
With an instant of focus, you take careful aim at your foe and strike with the legendary accuracy of the elves.
Encounter
Free Action
Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Group Awareness: You grant non-elf allies within 5 squares a +1 racial bonus to Perception checks.
Elven Accuracy: You can use elven accuracy as an encounter power.
Wild and free, elves guard their forested lands using stealth and deadly arrows from the trees. They build their homes in close harmony with the forest, so perfectly joined that travelers often fail to notice that they have entered an elven community until it is too late.
Play an elf if you want …
Elves are slender, athletic folk about as tall as humans. They have the same range of complexions as humans, tending more toward tan or brown hues. A typical elf's hair color is dark brown, autumn orange, mossy green, or deep gold. Elves' ears are long and pointed, and their eyes are vibrant blue, violet, or green. Elves have little body hair, but males often grow long sideburns. They favor a wild look to their hair, which is often a shaggy mass of braids.
Elves mature at about the same rate as humans but show few effects of age past adulthood. The first sign of an elf's advancing age is typically a change in hair color -- sometimes graying but usually darkening or taking on more autumnal hues. Most elves live to be well over 200 years old and remain vigorous almost to the end.
Playing an Elf
Elves are a people of deeply felt but short-lived passions. They are easily moved to delighted laughter, blinding wrath, or mournful tears. They are inclined to impulsive behavior, and members of other races sometimes see elves as flighty or impetuous, but elves do not shirk responsibility or forget commitments. Thanks in part to their long life span, elves sometimes have difficulty taking certain matters as seriously as other races do, but when genuine threats arise, elves are fierce and reliable allies.
Elves revere the natural world. Their connection to their surroundings enables them to perceive much. They never cut living trees, and when they create permanent communities, they do so by carefully growing or weaving arbors, tree houses, and catwalks from living branches. They prefer the primal power of the natural world to the arcane magic their eladrin cousins employ. Elves love to explore new forests and new lands, and it's not unusual for individuals or small bands to wander hundreds of miles from their homelands.
Elves are loyal and merry friends. They love simple pleasures -- dancing, singing, footraces, and contests of balance and skill -- and rarely see a reason to tie themselves down to dull or disagreeable tasks. Despite how unpleasant war can be, a threat to their homes, families, or friends can make elves grimly serious and prompt them to take up arms.
At the dawn of creation, elves and eladrin were a single race dwelling both in the Feywild and in the world, and passing freely between the two. When the drow rebelled against their kin, under the leadership of the god Lolth, the resulting battles tore the fey kingdoms asunder. Ties between the peoples of the Feywild and the world grew tenuous, and eventually the elves and eladrin grew into two distinct races. Elves are descended from those who lived primarily in the world, and they no longer dream of the Feywild. They love the forests and wilds of the world that they have made their home.
Elf Characteristics: Agile, friendly, intuitive, joyful, perceptive, quick, tempestuous, wild.
Male Names: Adran, Beiro, Carric, Erdan, Gennal, Heian, Lucan, Peren, Rollen, Soveliss, Therren, Varis.
Female Names: Adrie, Birel, Chaedi, Dara, Ennia, Farall, Harrel, Iriann, Lia, Mialee, Shava, Thia, Valenae.
Elven Precision [Elf] Prerequisites: Elf, elven accuracy racial power, heroic tier
Benefit: When you use the elven accuracy power, you gain a +2 bonus to the new attack roll.
And I don't know exactlty what to think about the racial abilites.
* wamyc thinks.
Actually I really like them. I always was kind of put off by janky racial abilities that were quickly irrelevant. Like the gnome free spells per day. What does that matter to a level eight character? And as long as each race gets an ability that expands with hit dice or at least remains relevant for the whole
2030 levels it will be cool to see race matter a little more.Speaking of 30 levels, yes the interviews that the designers gave indicated that epic is now handled in a core way. Smart of them to take the popular features and make them core. I mean, how popular was the gnome. Although with gnomes as monsters and tieflings as PCs I feel like 4e will leave players adrift in a sea of moral relativism and self-serving. Sure, Gnomes can be territorial, but how slay-worthy are they really? It's not like there are great gnome armies or marauders. The most I could see in making a believable gnome villian is as a illusionist-thief or as a mad scientist artificer. But the flash animation made them seem like prepubescent hobbits with badger fixations. I can only hope that's just for humor's sake. I never did understand the point in listing the humaniod races in the MM.
Have not posted here in a while, but had an idea which I felt here would be the best idea to discuss.
It involves a modification to damage in D&D
Damage will still be calculated normally, so this does not involve any actual changes to the basic rules of Combat. This is one flaw of most alternative combat/damage rules, is that the whole game is built around A and requires a complete overhaul for B.
When hit with an attack, it will be classified by a wound category as follows (based on average rolls of equiv Cure spells)
Minor 1
Light 2-5
Moderate 6-10
Serious 11-15
Critical 16+
Damage is subtracted from hitpoints as normal, but each wound is marked separately.
Subtract your Con modifier (The Toughness Feat adds here as well) from the damage you take. So someone witha +2 Con Modifier could take 7 Damage and still have a Light Wound. You could save time by creating a damage threshold chart on your character sheet. Mr +2 Con would thus hav Minor 1-3, Light 4-7, etc.
Area Effect attacks (ie Fireballs, stuff you Reflex save for half damage) These hit the whole body, with each limb treated as a separate wound (Head, Arms, Body, Legs). Divide the damage by six before determining what kind of Wounds each body part takes. Those who make their save also avoid half of the blast and choose which three limbs are effected and can avoid damage to the rest completely.
Curing wounds. If a Cure spells is cast, it cures all wounds of the corresponding level and lower. This means sometimes Curespells heal more than they used to. This is a trade off for lesser spells from being less effecting against larger wounds.
A Spell one, level lower than a Wound can focus on that one wound and make it one Level less severe. So if someone has a Critical wound and three Serious wound, a Cure Serious Wounds spell could either cure all of the Serious wounds or make one Critical wound into a Serious Wound. The amount of damage remains the same, but the wound will be less likely to kill the character.
I will go into detail on the effect of Wounds and such later. I am at work and just took an important call handed direct from the CEO.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Makes people more weary of jumping into combat, promoting more actual role-playing.
Extra bit of info while I have a moment; When you fall below 0, you make a Fort Save with difficulty equal to your biggest Wound (Damage) +1 for each other Moderate Wound, +2 for each Serious, +3 for each Critical. If you succeed, you are incapacitated, if you fail you are dead. Makes Newbies less prone to dieing, since one or two hits should take most level one characters down, making the save very passable. Light wounds and minor wounds don't compound things.
Serious and Critical Wounds need attention or could lead to more damage and eventually death. Moderate and less generally do not need much work and heal naturally.
Time and a Healing skill roll can drop Wounds a level, difficulty equal to the damage.
I didn't think the book keeping for that was very bad, but doing it for each body part would add up. Though if you made different conditions for each part, it'd probably be more rememberable.
All that I yearn for, for richer or poorer, is to be the peace that you feel.
All that I yearn for, for richer or poorer, is to fill your heart on my own.
Gaymers | Magic Coffeehouse | Little Jar of Mamelon | Natural 20
They do have a save or die effect when you take 50 or more damage from a single attack. I forget exacty what it's called - "massive damage," I believe.
DnD to me feels like a system designed to emphasize combat, and while it does support social role-playing, I don't think it should ever discourage combat, since it's such an important part of the system. There are a lot of other systems where it makes more sense to encourage staying out of a fight IMO.
And while I like your system of wounds as a mechanic, I think that DnD needs much less bookkeeping and not more.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Magic Coffeehouse!
Come in, sit down, relax, get to know somebody!
Open Three and a Half Years as of October 19, 2009!
Banner by PurpleD and avatar/custom by Tanthalas
Anyhow, I'm not sure how active I'll be, but I'm glad to see I'm still on the roster.
I'm currently doing an online Sci-Fi/Fantasy RP within said club. Hadrona Legends
I'm sure we'd be happy to have you drop in, check it out, make some comments, or even join up if you're interested.
Natural 20 MTGS Brigade Pages
Community Project
That's cool that you have a Scifi/fantasy club in college. In many ways, my inner nerd went pretty dormant during my college years. Although I did pick up a mean addiction to Super Smash Brothers that vaulted me to buy a Gamecube. Still haven't really kicked that one, even if I am in remission until the release of the sequel.
And it's nice to see there is life after WoW. I've lost a few friends who keep pushing it on me. But mmorpgs just aren't my thing. I prefer to really do things at my own pace and I find other people ruin the mood. And although there's a lot of attention paid to developing new instances, quests, etc., the impression I get is that the game, at the latest levels, is fundamentally identical in how you do all of the instances.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
There's a number of campaigns being run within Quark (the club) and Dragon's Keep (the nearby store), but I'm not sure I have time. Plus, I prefer online role play, as it gives more time to think (on the down side, less gets done).
On another note, I was wondering whether anyone knows of an open class based system. Such that one could decide to devote energy (points) into, say, combat, or spells, or psionics, or some sort of combination thereof.
Natural 20 MTGS Brigade Pages
Community Project
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Maybe wow really is that awesome, but it's pretty scary to the uninitiated. Exactly because of how it just swallows people whole.
There are a lot of systems less focused on the class model than D&D, but I think you're asking for something in D&D, right? If not, you can look into the World of Darkness system from White wolf, which lets you control your progress however you want.
7th sea (d10) will let you do that somewhat, but the sorcery still comes in chunks you can't divide too much, though you can go half-blooded or twice blooded.
Magic Coffeehouse!
Come in, sit down, relax, get to know somebody!
Open Three and a Half Years as of October 19, 2009!
Banner by PurpleD and avatar/custom by Tanthalas