I've posted about class lists before, but my ever changing thoughts on the matter are here again. Since my big document o' thoughts has things listed differently, I thought I'd take the time to think about the changes that I've made any why. I should also note that this list is somewhat setting-specific. There's no need for some of these in a setting based on the Incas or Celts, for example. I think that these fit a really broad setting that incorporates traditional western fantasy but also some non western (specifically East Asian and Southeast Asian) fantasy elements.
I currently have six class groups: Warrior, Knight, Scoundrel, Magician, Priest, and Ascetic.
Each of these groups is similar to a "macro class" or the AD&D second edition class groups. Classes within a group probably aren't appropriate for a gestalt or hybrid or old-school multiclass treatment. Across group combos are probably better.
At some level these groups could be combined into one generic class, like Fighter, Magic-User, Thief, and Cleric. But that's a little too abstract in my book: combining everything into four classes would push all the character creation choices into those four (or more) basic classes and that's not the right level of granularity to me for a class-based game.
Why six groups though? This is actually based on the Gygax divisions found in Unearthed Arcana and Oriental Adventures. Knights are different kinds of warriors, and it seems more intuitive to me that a paladin/fighter or captain/cavalier combo are appropriate than a Cavalier/Paladin. Also I can imagine cleric/monks much better than cleric/druids. I can actually imagine wizard/warlocks or wizard/sorcerers well, but that might be a case where a feat-based multiclassing works much better than the gestalt/hybrid/old-school multiclassing. If multiclassing works differently, there might be no real reason to distinguish these groups though, so this sort of division might not hold up to more scrutiny though. Or, it might be purely descriptive.
Within these six groups, classes can easily be restricted based on the game the group wants to play. If the setting is one where the PCs are working for the wizard's guild, church, or emperor then some classes (Berserkers, Druids, Prophets, Sorcerers, Shamans) can easily be banned while others (Ranger, Bard, Warlock, Mystic, Monk) could be restricted, leaving a manageable number of choices. Races, of course, would be similar. The full list, however, lets people play a number of atypical options and lets multiple classes fill distinct party roles (Healer, Face, Front-Line Defender, Heavy Hitting, Artillery, Battlefield Control, Traps, Tracking, etc).
This is also a bit of a maximal list. 20 classes is a lot, but if that's about the limit (maybe it'll hit 24?), that seems good to me. AD&D had a relatively small list (both first and second edition), but second edition put most of the variability into the bloated kit system. Third edition started with a nice core of 11 and quickly added about 3 classes in each of the complete books plus the players' handbook 2, plus Tome of Battle, Incarnum, and Tome of Magic. Plus Heros of Horror and Heroes of Battle. Plus variants in Unearthed Arcana. Not to mention prestige class bloat. A limit around 20 seems like it ought to cover just about every archetype.
Anyway, Here's the groups. Class names in Parentheses are other well-known class names that fall in with the listed class. In some cases just the name has changed.
Warrior:
Knight:
Scoundrel:
Magician:
Priest:
Ascetic:
What else warrants being a class? I still think the runecaster/runepriest does. The story of a runecaster sacrificing his health and wealth to understand the runes is neat, and that might make it distinct from a warlock's pact, a sorcerer's bloodline, a wizard's academic study, the devotion of a cleric or the asceticism of the mystic. It seems to be most similar to the prophet, so it could be a variant of that.
Others with similarly unique access to game systems (i.e. spells) like the artificer or sha`ir are also good candidates, but its not clear that they're necessary and couldn't be done as wizards or warlocks. If they don't fit the setting, though, there's little point of really developing them fully.
I still like a class similar to the Ardent as a philosopher class, but I might have that role covered by the Mystic and Druid currently.
There may be room for the "evil" knight class: Blackguard, Ronin, or Antipaladin, though they could also just be variants on the two suggested knight classes, where masterless Cavaliers are Ronin and Fallen Paladins are Blackguards. Its a way to let have a fall-from-grace story without crippling the character. And especially since the fighter isn't just a generic swordsman, these guys need something to fall towards potentially.
As I have 19 classes listed above, I hesitate to suggest others like the Inquisitor/Avenger or Gunslinger. Some might be best done as variants, such as a Kensai being a fighter who forsakes some weapon/armor training to focus on one weapon, or the Crusader/Thuerge clerics who focus on combat/magic respectively. Similarly, an inquisitor could be a type of urban/divine ranger, focused on hunting down heretics and rooting out sin, rather than slaying giants and scouting the wilderness. Magic specialties like Necromancer, Shapeshifter, Mentalist, or Summoner are probably best as the caster classes who focus on those spells (wizard specialty schools, sorcerer bloodlines, cleric domains, etc).
Classes also need a solid place in the campaign world, so until I really have a good idea of where some ideas would fit in my Rule of Law setting, I'm loathe to just propose a million additional classes. That said, I'm relatively happy with my list thus far. And to figure out some of these details (like if I really need six groups, what the druid is, if the thief is necessary, etc) I'd probably have to spell out the classes in playtestable detail.
I currently have six class groups: Warrior, Knight, Scoundrel, Magician, Priest, and Ascetic.
Each of these groups is similar to a "macro class" or the AD&D second edition class groups. Classes within a group probably aren't appropriate for a gestalt or hybrid or old-school multiclass treatment. Across group combos are probably better.
At some level these groups could be combined into one generic class, like Fighter, Magic-User, Thief, and Cleric. But that's a little too abstract in my book: combining everything into four classes would push all the character creation choices into those four (or more) basic classes and that's not the right level of granularity to me for a class-based game.
Why six groups though? This is actually based on the Gygax divisions found in Unearthed Arcana and Oriental Adventures. Knights are different kinds of warriors, and it seems more intuitive to me that a paladin/fighter or captain/cavalier combo are appropriate than a Cavalier/Paladin. Also I can imagine cleric/monks much better than cleric/druids. I can actually imagine wizard/warlocks or wizard/sorcerers well, but that might be a case where a feat-based multiclassing works much better than the gestalt/hybrid/old-school multiclassing. If multiclassing works differently, there might be no real reason to distinguish these groups though, so this sort of division might not hold up to more scrutiny though. Or, it might be purely descriptive.
Within these six groups, classes can easily be restricted based on the game the group wants to play. If the setting is one where the PCs are working for the wizard's guild, church, or emperor then some classes (Berserkers, Druids, Prophets, Sorcerers, Shamans) can easily be banned while others (Ranger, Bard, Warlock, Mystic, Monk) could be restricted, leaving a manageable number of choices. Races, of course, would be similar. The full list, however, lets people play a number of atypical options and lets multiple classes fill distinct party roles (Healer, Face, Front-Line Defender, Heavy Hitting, Artillery, Battlefield Control, Traps, Tracking, etc).
This is also a bit of a maximal list. 20 classes is a lot, but if that's about the limit (maybe it'll hit 24?), that seems good to me. AD&D had a relatively small list (both first and second edition), but second edition put most of the variability into the bloated kit system. Third edition started with a nice core of 11 and quickly added about 3 classes in each of the complete books plus the players' handbook 2, plus Tome of Battle, Incarnum, and Tome of Magic. Plus Heros of Horror and Heroes of Battle. Plus variants in Unearthed Arcana. Not to mention prestige class bloat. A limit around 20 seems like it ought to cover just about every archetype.
Anyway, Here's the groups. Class names in Parentheses are other well-known class names that fall in with the listed class. In some cases just the name has changed.
Warrior:
- Fighter (Includes Kensai/Weapon Specialist option)
- Berserker (Barbarian)
- Captain (Warlord/Marshal, Also Noble)
- Ranger
Knight:
- Cavalier (Also Samurai)
- Paladin
Scoundrel:
- Rogue (Factotum)
- Assassin (Also Ninja)
- Bard
- Thief
Magician:
- Wizard
- Sorcerer
- Warlock
Priest:
- Cleric (Includes Crusader and Theurge options)
- Druid
- Prophet (Invoker/Oracle/Favored Soul)
- Shaman
Ascetic:
- Monk
- Mystic (Psion)
What else warrants being a class? I still think the runecaster/runepriest does. The story of a runecaster sacrificing his health and wealth to understand the runes is neat, and that might make it distinct from a warlock's pact, a sorcerer's bloodline, a wizard's academic study, the devotion of a cleric or the asceticism of the mystic. It seems to be most similar to the prophet, so it could be a variant of that.
Others with similarly unique access to game systems (i.e. spells) like the artificer or sha`ir are also good candidates, but its not clear that they're necessary and couldn't be done as wizards or warlocks. If they don't fit the setting, though, there's little point of really developing them fully.
I still like a class similar to the Ardent as a philosopher class, but I might have that role covered by the Mystic and Druid currently.
There may be room for the "evil" knight class: Blackguard, Ronin, or Antipaladin, though they could also just be variants on the two suggested knight classes, where masterless Cavaliers are Ronin and Fallen Paladins are Blackguards. Its a way to let have a fall-from-grace story without crippling the character. And especially since the fighter isn't just a generic swordsman, these guys need something to fall towards potentially.
As I have 19 classes listed above, I hesitate to suggest others like the Inquisitor/Avenger or Gunslinger. Some might be best done as variants, such as a Kensai being a fighter who forsakes some weapon/armor training to focus on one weapon, or the Crusader/Thuerge clerics who focus on combat/magic respectively. Similarly, an inquisitor could be a type of urban/divine ranger, focused on hunting down heretics and rooting out sin, rather than slaying giants and scouting the wilderness. Magic specialties like Necromancer, Shapeshifter, Mentalist, or Summoner are probably best as the caster classes who focus on those spells (wizard specialty schools, sorcerer bloodlines, cleric domains, etc).
Classes also need a solid place in the campaign world, so until I really have a good idea of where some ideas would fit in my Rule of Law setting, I'm loathe to just propose a million additional classes. That said, I'm relatively happy with my list thus far. And to figure out some of these details (like if I really need six groups, what the druid is, if the thief is necessary, etc) I'd probably have to spell out the classes in playtestable detail.
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