I’ve been reading around what other people have worked into sci-fi D&D rules around the internet, and I’ll be pinching and tweaking and fiddling as I go. A good portion of what I’m working with comes from Fifth Age, though I’m going for a lasers and sorcery setting so there’s the thorny issue of magic to work in somehow.
With that in mind, I’ve sat down again with the classes list and decided what I’m keeping and what will go, though I’m still stuck with some difficult decisions. The Fifth Age uses a Technician class to cover a Medic speciality, and I really like the class, but I’m also wanting to keep the Cleric as an option.
So far the classes I’m happy with are:
Barbarian (though I need to look again at which totems fit the setting)
Cleric
Officer (Fifth Age equivalent to a Bard – thinking about a name change and tweaks. The Ace variant for pilots uses inspiration dice to power their own abilities, but I don’t really like it. I might move it to Soldier and use superiority dice)
Operative (Fifth Age equivalent to a Rogue)
Scout (Re-skin of a Ranger, or possibly the Savage from Fifth Age, or a combination of the two)
Soldier (Re-skin of a Fighter)
Sorceror
Technician (Fifth Age – has variants for Medics, Mechanics, Robomancers, though I’m not sure how happy I am with that last variant)
Classes that might need come in:
Paladin (though I’m working on a Soldier/Fighter speciality that fits this in there. Maybe a reskin of the Eldritch Knight)
Wizard
Of course, my potential play group is actually only a handful of people so none of this might matter. We’ll see I suppose.