I'm working on a side project that might make it into Necrocarcerus 1.3. The project is to redo the classes I dislike the most (on a mechanical level) in Swords and Wizardry Complete and the various supplements I use for Necrocarcerus, as well as the ones that seem the least popular and useful under the Necrocarcerus rules. Generally speaking, these classes tend to be the grab-bag classes built around skills / non-magical powers. Tonight, I redid the assassin, ranger and monk classes (thieves, bards and psionicists are upcoming; dandies, spiritualists and walking ghosts are cut entirely). Not entirely coincidentally, the assassin, ranger and monk are all classes from later supplements.
My overall goals were to simplify these classes enough so that each fits on one page, to give them clear schticks, and to emphasise their abilities. I think most of these write-ups are straightforward, but just in case anyone isn't familiar with the Necrocarcerus house rules, the following may be useful to know.
1) Ability checks are made like a Thief's Hear-Noise skill (on a d6)
2) Skills use Skills: The Middle Road, so "Max result" means a character who is a Master of a skill (rolls a d12) who makes their ability check gets a result as if they had rolled 12. A character who is an Expert (d10) gets a result of 10, etc.
3) I have a perception system in Necrocarcerus.
4) Feats of Strength (for the ranger) are explained here.
5) Grappling rules are explained here.
I'm soliciting feedback, especially from the PCs & potential PCs in the current Necrocarcerus game, about what they think about these remakes of the classes, and whether they make them more appealing to play. These are first drafts, and will probably undergo some revision yet.