A few people who have heard my ideas for the Gamma World update have noticed there are some dramatic reinterpretations of the old four classes. The old four classes were Enforcer, Esper, Examiner, and Scout. Enforcers were like fighters, proficient with weapons and good at dealing and withstanding damage. Espers were like clerics, they were great support but also had powers and training to hold their own in combat. Examiners were like wizards but without spells, weak in all areas but possessing knowledges that were essential to the survival of the party. And lastly, Scouts were like Rogues, possessing many versatile skills and capable of delivering devestating ambushes and snipe attacks. However I always felt that there wasn't much balance in these classes, especially with their ability to contribute to the party. So here I discuss the reasoning behind the changes in each class.
Enforcer is the class that changes the least. In many ways it needed very little improvement as it fullfilled its function quite well. Its changes mirror a combination of the strong and tough hero classes from d20 Modern. The Enforcer gets to choose from a tree of 'talent' class features on odd levels and a list of bonus feats on even levels. These talent class features allow the enforcer to fulfill more specialized combat niches and character concepts.
ESPer has undergone perhaps the biggest change as its has basically be replaced with a class similar to the Warlock from D&D's Complete Arcane. This change lowers the ESPers hitpoints and physical combat potential dramatically but finally fully focuses on the psychic powers and mutations that were said to make the ESPer unique. Now the ESPer's role will be closer to the wizard's, although it may vary depending on the focus of powers.
Examiner has undergone a pretty radical reinterpretation. It used to be that an examiner was just a brainy fellow that didn't have the guts for danger. His only use in combat was that he could use devices that many of the other characters could not. Unfortantely this was unreliable and depending on the tech proficiency of his companions not always necessary. Especially when you had several examiners in one party. I thought it odd that a person who spent his days creeping through dangerous ancient ruins for lost technology would be such a wimp. Without the ability to summon up his technological wonders at will he was far behind the ESPer. And when an Enforcer or Scout could be trained to use a high-tech weapon better than him his place in the party was just tour guide. I felt a better comparison to his abilities and place in the party than was Bard. Unlike wizards, bards are more reliant on their on their skills and know the importance of being able to defend oneself. In this thinking the Examiner has been made more of a jack of all trades sort of fellow who possesses the knowledge and insight of a bard with the technical gadgetry of a trap springing rogue.
Scout hasn't changed as much as it seems. Originally the Scout was the true jack of all trades. He didn't have many unique abilities but he had a broad list of skills and could do some of what was expected from other classes. With the Examiner becoming a more versatile and broader class, I thought it was important to choose a new archetype for the scout. In a way the role of the Ranger in D&D fit the Scout well, as the Scout is expected to have many skills but also able to hold his own in a fight. Thus the Scout retains his emphasis on skills and stealth, but gains a more combat and survival edge.
One point I thought I should bring out is that with a traditional class based system I thought felt it was important to grant a feat or class feature every level. Many players experience frustration when their character gains a level but doesn't really improve or learn anything new. Basically I feel that every level should have some significance.