User blog comment:Taldin/Styles and Class Thoughts/@comment-27613246-20160121000958

I like the initial post's ideas and I like Purplatypus's take on it, too. At lvl 30, changing attributes is still changing my capabilities qualitatively (having 15 brutal smashes is pretty fun!) but it looks like a long way till 100.

As long as we're puting forward random ideas for skills,

For Healer, I think a 'self-sacrifice' skill that causes you to take boss damage instead of another more vulnerable party member might be fun and the 'reduce boss strength' skill sounds good, too. Since healers are designed for people who struggle with red tasks, it might also be fun to give them a way to transmute success on one task into safety on another: something like 'angelic chorus' that grants mana from a task based on task value.

For Rogue, guaranteed or chosen drops sound great, and I'd also find it fun to have a 'hobble' or 'expose weakness' skill that causes your teammates to do extra damage to bosses based on your perception.

For Warrior, one fun thing might be a 'whirlwind' that is like a low-strength brutal smash for all of your tasks (or just Dailies or Habits?) and therefore does more damage the more ambitious your task list is. Another might be some sort of 'juggernaut' skill that allows you to cut task damage by double your normal CON rate until you break a given Daily streak.

For Mage, a 'transfiguration' that can turn one drop into another (e.g., reroll an egg) might be cool, as could a 'summoning' that can be used to cast one of any other class's skills (for a higher mana cost). For a different flavor of mage, a 'fire wall' spell that damages bosses proportionally to how much they damage the party (proportionality based on INT) might make for a fun double-edged weapon, too.

I don't have similar ideas for higher level equipment, but I think that's a nice idea, too. Might be time to break out the old Dungeon Master's Guide for inspiration...