There are four classes in the Third Edition Player’s Handbook with a “full base attack bonus progression” of +1 per level, the Barbarian, Fighter, Paladin, and Ranger. Yesterday I brought up the idea of taking base attack out of the class and making it part of “the chassis,” and also wiping out iterative attacks.

Instead of iterative attacks, my thought was that each major combat class should have something they do better in combat than anyone else, as their “schtick.” Fourth Edition kinda tried to do this, and even though they succeeded in some areas, chances are good Wizards of the Coast will pretend none of it ever happened.

As the post title suggests, the first thing is that each class should do what it says it does, and it should probably be the best at whatever it does. For now, we’re going to assume that the Fighter is the be-all, end-all of brutal skirmishes. They hold the line. Rangers will be the kings of ranged combat, be it with sling, javelin, or bow.

Paladins roll with the smite attacks. They put their faith into one, fateful swing of the sword, and Barbarians rage. Oh, how they rage. Whether they’re smashing up someone’s face, or taking tons of hits and drawing all the aggro, you can bet the Barbarian is going to rage something fierce. It’s like, their destiny.

It’s worth mentioning now that other classes with “full base attack bonus progression” exist. There’s the Hexblade, the Samurai, the Swashbuckler, the Duskblade, and the Knight. I’ll add some variations for these guys as well, and set aside some cool stuff for them to do, as well as other classes, like the Scout (two-weapon fighting).

Not to say these classes won’t be able to do a lot of the same stuff as these guys in the Player’s Handbook, it just won’t be the exact same thing the exact same way. Everybody gets something nice, and my thought is, these guys have earned it. You know, slogging through all those fights and stuff. You know. Stuff.