What Is Worthy of a Class?

What classes should 5e actually embrace? What should be relegated to the subclass bargain bin? Actually. there's a different way to look at the endless debates about what should or should not be a class, one that's more useful and productive than trying to draw lines in this ever-shifting beach sand. Come with me and discover it.

What classes should 5e actually embrace? What should be relegated to the subclass bargain bin? Actually. there's a different way to look at the endless debates about what should or should not be a class, one that's more useful and productive than trying to draw lines in this ever-shifting beach sand. Come with me and discover it.




“Psionicists and wizards are fundamentally different!”

“Barbarians and Fighters are basically the same thing.”

“Isn’t a paladin just a multiclass Cleric/Fighter?”

“What the hell is a Seeker and why should I care?”

“Monks don’t belong in pseudo-European fantasy!”

The debates and discussions swirl about in a chaotic storm of preferences and lines drawn in the sand and then washed away by the tides. What deserves to be a class? What should be a subclass, or a multiclass? What should be a feat? The storm rages most strongly in the run-up to a new edition, when, presumably, the lines are more fluid and open to redefinition. A “class” has never represented one coherent thing in D&D, the definition has always been fluid and malleable. What’s more, because all design is local, the choices for the D&D game have never matched perfectly with the choices that any one table would prefer.

But why is what you scribble on your character sheet a matter of such importance? And how should we conceive of character class? And what purpose does it serve? When someone says “Rangers should be a subclass of Fighter!” and someone else says “Rangers should be their own class!” and someone else says “Rangers are just Two Weapon Fighting feats and the Nature skill, they shouldn’t even be a subclass!” who is right?

Let me help you with this.

Why Does Class Even Matter?

To start with, we can look at why a game like D&D even has classes. Certainly it doesn’t need to be that way – plenty of games exist out there where there are no classes. Classes also tend to silo abilities – why CAN’T my elite warrior or my learned sage learn to hide in shadows or open locks as well as a thief? Why is the cleric the only one who can heal?

The first answer to the question is “That’s the way it’s always been, and D&D is tethered to its history.” While true to a degree, this answer is pretty flaccid. D&D has done away with REAMS of mechanics that it has no use for. Unarmed combat tables, weapon vs. armor tables, the bohemian ear-spoon, gendered ability score adjustments, Comeliness, heck, even random encounters. If D&D had no use for classes, they’d probably have been booted to the curb along with the triapheg. By this point in time, class may be something with enough history to be difficult to budge, but there’s something deeper at work than slavish devotion to the past.

It’s certainly not that classes are necessary in any real sense, either. If you take a 4e Wizard power and slap it on a Fighter in place of one of her Fighter powers, the game doesn’t become wildly unbalanced. Toss in a barbarian power and an invoker power, too, why not. Balance is entirely possible to maintain without the class structure.

Ultimately, this means that character class is an organizational thing and a descriptive thing. It’s not necessary by any means, but it’s useful in terms of describing a certain kind of character you can be. You can be a character who is an expert in arcane magic without belonging to the “Wizard” class, but belonging to that class communicates what your abilities are likely to be fairly effectively. It communicates both what you can do (make magic), and what you’re likely to pursue (more powerful magic), and maybe even your background and world links (where did you learn to make magic?). It’s a cognitive shortcut, a useful category, a reference point. If the Wizard class didn’t exist, you could still have multiple levels of spells that any character could learn, and have a character who learned them all, thus looking identical to a wizard from any D&D edition. You just wouldn’t have all of the natural assumptions and details that flow from putting “I am a wizard” on your character sheet, and those assumptions and details provide greater context and meaning for your imaginary character. There is one noun that defines you: Wizard. It is the core of your identity.

It should be fairly evident at this point that the associated assumptions and details and goals and links are highly variable. “I am a wizard” means different things if you are playing in a pseudo-European Arthurian land than if you’re playing in a sword-and-sorcery pulpy world of barbarians and ancient empires. Even within a given setting, that archetype may contain multitudes. Are you a trickster and deceiver who weaves illusions? Are you a spiritualist who lives in a hut and talks to spirits? Are you a semi-angelic supernatural creature yourself? A shapechanger who spends years in animals’ skins? A person who has woven a pact with supernatural forces? A “Wizard” could be all those things and more.

Which is really part of the problem, here. Those are all very distinct types of characters. Though they may be mechanically identical, they may also not be. That illusionist might have slot-based magic, just like the supernatural person. Does that make them the same class? Or, two different illusionists might have two different methods of spellcasting: one uses points, one uses slots. Are they the same class because they’re the same TYPE of character, or do the mechanical differences negate that? And if all characters use the same mechanics, a la 4e, does that mean that there’s no real “class” anymore?

We all have different ways we think about what a class should be because we all have different mechanics and different character types and different levels of focus at our own games. Even if we all played the same setting (say, Dragonlance), we’d all have different kinds of characters, often with different mechanics, under one class umbrella. Classes are amorphous and flexible and there’s no good line in the sand that is useful to draw between one or the other at every table.

ninja.png

Is this guy a fighter, a rogue, or a...mage?

A Chronology of Class
It can be useful to look at how classes have been used in D&D historically to see how the designers have previously parsed the difference between very similar classes.

The original, primordial D&D had three classes that were largely defined by their access to the daily abilities known as spells and their access to different kinds of equipment. Fighters used weapons and armor, but not spells. Magic-Users used spells and magic items, but had more limited equipment. Clerics were the original “gishes,” fighting at a mid-level and casting at a mid-level. These were the distinctions that mattered: mechanics. If you had a character who was a sagacious worshiper of a god of knowledge, you probably had a Magic-User, despite the cleric-like flavor. If you had a warrior who could stand toe-to-toe with enemies and weave powerful magic, you probably had a Cleric. If you had an elite survivalist who was capable in the wilderness, you probably had a Fighter.

The very first supplement threw a wrench into that design, however, by introducing the Thief, and the skill mechanic, using percentages. The thief was in many ways like a magic-user, but who employed a list of skills instead of a list of spells. As time went on, more specific classes like monks and assassins and paladins were also included, changing the dynamics of the original “spells vs. equipment” axis. They were also more flavorful and evocative, less about the mechanics of the game and more about the type of person your character could be. By the time 1e rolled around, a change as simple as “a different spell list” would be an entirely new class (illusionist vs. wizard). By that standard, a 4e Greatweapon Fighter and a 4e Brawler Fighter should be entirely different classes! Classes by this point were very much tethered to specific archetypes: assassins with the Assassin’s Guild, and druids with the Hierophant.

2e took a step back, but only a slight one. While a slight spell list change was still enough to distinguish the specialist priest or wizard from the generalist cleric or wizard, the game encouraged people to think in terms of a more limited palette of classes: assassins could be thieves, barbarians could be fighters. On top of this, they layered kits, which brought back much of the specialization from 1e, just as sort of “sub-sub” classes. Your warrior was a ranger who was a greenwood ranger. Your rogue was a bard who was a jester.

At about the same time, BEMCI D&D was flirting with being VERY specific in terms of classes. While the original set had only four, the Gazetteer series for Mystara was adding classes so that there was a clear difference between clerics and dwarf-priests, and shamans, shamani, shadow-elf shamans, and wise women, and between merchants and merchant-princes.

3e took a step toward specificity from core 2e, but it was still in many ways more general than 1e – wizards had certain class abilities, certain mechanics, but your spell list didn’t necessarily make you an entirely different class, just a slightly different flavor of wizard. 3e also took 2e’s kits in a few different directions: there were now feats and prestige classes as well. In some cases, there were new base classes, but these were mostly justified on mechanics. The Favored Soul is different from the Cleric because their spellcasting is different, even if they may look very similar in terms of the story (both of them getting power from their gods).

Most recently, 4e defined class as an intersection of how you act in combat and how you fluff your attacks – a martial striker was defined as someone who did a lot of damage without any magical fluff, while an arcane striker was someone who did a lot of damage with magic. They occasionally double-dipped when big mechanics were brought out: a druid and a seeker are both primal controllers, but one relies more on up-close abilities and mobility, while the other relies on ranged attacks. This was complicated with the addition of themes, which served a more flavorful purpose, and lived independent of your class.

The pattern at this point is pretty clear: sometimes, D&D says a class is mostly something mechanical, and then, inevitably, it becomes less mechanical and more about the kind of character you play, in one way or another (kits, prestige classes, themes) until we get to a point where we have more kinds of characters than might be useful, and at about that point, we react by severely curtailing the list.

That’s D&D over time. But what are we to do at our own tables?

Empowering DMs
Ultimately, all design is local. The kinds of characters the people at your table play are unique to your particular table. If classes are to serve the point of “what kind of character I am,” then the mechanics are only useful in as much as they support that kind of character. This means that class is subjective -- arbitrary. What is worthy of a class at one table might not be worthy of a class at another.

Conceiving of class primarily as a construct of the needs of our own worlds and stories, it’s easy to see that the traditional D&D classes and definitions can be much improved for our own games. Rather than cling to typical D&D classes, my own ideal scenario would have DMs making classes that are unique to their own worlds. If I’m playing a Planescape game, for instance, my faction affiliation is probably more important than whether I use spells or swords, so maybe THAT can be my class. Maybe in a 13th Age game, I use the Icons as classes rather than the typical classes. In Dark Sun, I have gladiators and templars; in a Steampunk game maybe nobles, scientists, soldiers, and explorers.

So what I want is less debates over what SHOULD be a class and what SHOULDN’T be a class, and more conversation about the basic elements of class-building that we can teach to any DM, so that ANYTHING can be a class, depending on what your own games need. Are you with me?
 

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Ahnehnois

First Post
I think one of the subtle differences between PF and D&D is that PF designed classes with a boatload of customizable special abilities (bloodlines, ki powers, etc.). And then threw in archetypes. Of course, they had an easy time doing this because the "build your own class" concept had gradually developed throughout the lifespan of 3e. Their intention was in large part, I think, to get rid of prestige class proliferation, but they took a more general step in the direction of "build your own" classes.

I've started to build much more open-ended classes as a consequence. For example, instead of listing "trap sense" and then having a bunch of "alternative class features" that change the bonus to something else, I wrote a rogue that simply has "rogue sense" which grants a +1 bonus to a small number of related saves or checks, and gives several examples (including all the 3e trap sense variants) and suggests that you make up your own if needed. I also did the PF thing where rogue special abilities go through the whole progression, rather than starting at level 10, and have tons of options. I do a lot of that these days. More skills, more bonus feats, more special abilities that can be whatever you want them to be. Fewer set-in-stone class abilities. Fewer dead levels.

By writing more open-ended classes to begin with, I get less of players coming to me and wanting to trade this ability for that or wanting to make their own class. And yet, the clarity of the class structure is maintained; I'm not playing a classless game and multiclassing has become less common. Players can build their characters the way they want more easily. That's my answer to this.
 

I'm A Banana

Potassium-Rich
I wonder if that's not small potatoes, though -- why have a rogue at all? The rogue isn't doing the heavy lifting of telling people what their character is like anymore. Why not just have an "adventurer" that can pick between a Rogue Sense or an attack bonus or a minor magical ability or Detect Evil or....
 

Ahnehnois

First Post
Well, the rogue is still distinct from the wizard or the fighter. I think it's easier for us that are used to picking classes to make some mission statement about what we want to play. A rogue is still a "skill guy with some combat ability"; the variety of things under that heading that various editions have tried to capture in kits, variants, or new classes are simply easier to reach from one class.

If you're making the cases that classes aren't needed at all, in principle I agree. That's mostly a legacy thing in my book. If I were writing a new rpg, I'd write "an 'adventurer' that can pick between a Rogue Sense or an attack bonus or a minor magical ability or Detect Evil or....".
 

So what I want is less debates over what SHOULD be a class and what SHOULDN’T be a class, and more conversation about the basic elements of class-building that we can teach to any DM, so that ANYTHING can be a class, depending on what your own games need. Are you with me?
Must spread XP around, etc., etc.

I wonder if that's not small potatoes, though -- why have a rogue at all? The rogue isn't doing the heavy lifting of telling people what their character is like anymore. Why not just have an "adventurer" that can pick between a Rogue Sense or an attack bonus or a minor magical ability or Detect Evil or....

There's a distinction, though, between "rigid silo of what your character can do" (fixed class abilities), "flexible silo of what your character can do" (picking from a buffet of class abilities ala PF), and "classless system" (choose from any level appropriate class ability). I think you rightly point out that the class system exists in D&D for more reasons than just historical inertia; that archetypes have a purpose in the game. If the "adventurer class" can pick freely from any class's ability list, than there's no longer a class system - an important part of those archetypes is that they not only define what you're good at, they also define what you're not good at. For all we gripe about it, a key part of a class based system is limiting what you character can do based on that archetype.

So are we discussing the ability for DMs to create new archetypes for their campaigns, or removing archetypes entirely and just going classless? There's nothing wrong with the latter, but personally I'd rather have a system to bolt different mechanics onto a simple class skeleton and then fine-tine with variant class abilities and fluff changes, sort of a combination of PF-style alternate class abilities with D&D Next style sub-classes, where the sub-classes do most of the heavy lifting. Boom, instant Gladiator or Templar or Noble class that feel different from a fighter or magic-user mechanically and flavor-wise, and it will still provide a loose silo for character hooks - the "cognitive shortcut" you mentioned.
 

I'm A Banana

Potassium-Rich
Trickster Spirit said:
So are we discussing the ability for DMs to create new archetypes for their campaigns, or removing archetypes entirely and just going classless?

Quite possibly, they're linked...a simple class skeleton that applies to every character is, ultimately, a classless game. You build classes with that skeleton for your own game, or, heck, maybe not if you don't need the congnitive shortcut?

I suppose a useful place to start structurally might be with wizard spell levels and spells per day. That's nine discrete "ranks" of abilities, with discrete uses in a day., spread out over 20 levels...maybe "different spell lists" isn't a bad place to turn to in our games' archetypes? Hmm...I wonder how much flexibility within an archetype is really needed for one particular game.....
 

Shayuri

First Post
Classes, like most things in RPG games, are about mechanics and aesthetics. Mechanically, classes have a lot to offer. One item that was enshrined in canon in 4e, but has been with us from the start, is Role. Each class has a particular activity, or distinct subset of activities, that it is designed to excel at.

What class equates to what role, and indeed even what roles are represented in the game to begin with, is up to debate...and aren't in my mind all that relevant to this discussion. The idea that a class is one way to easily and quickly collect a set of numbers that enable a character to fulfill a role is what I want to focus on. I think that's why a lot of classes wind up looking similar. Fighters and barbarians, for example. Wizards and sorcerors. Big guy with his hands full of weapons versus little guy throwing magic around.

So here's my question. Did roles evolve out of those prototypical classes? Or did even those 1e triad of first classes come into being because the 'roles' of Smasher, Healer and Blaster somehow predate the hobby itself?
 

kelbar

First Post
I've played more 4e then 3ed. More because everyone I know was trying it out.
I run a level 3 to 12 Campain ,Which had classic classes.
an Campain few year later I played low adventure
and found that avenger has wide range of role play option at table. To holy zealot to stealthy holy assassin. And one class that sent the GM mad was runeprist player hand book 3.

So I love to see Avenger and runeprist return in same form.
 

I'm A Banana

Potassium-Rich
Shayuri said:
What class equates to what role, and indeed even what roles are represented in the game to begin with, is up to debate...and aren't in my mind all that relevant to this discussion.

I think they might actually be pretty central. 4e's roles were combat roles, but there's roles in adventures and stories that transcend and invalidate combat roles. With the example of every faction being a class in Planescape, for example, that says that the roles are philosophical roles: we want someone to play the "We think everyone is dead" person and someone to play the "I like to experience EVERYTHING" person, etc. Or maybe even more centrally, "we want someone to play the Lawful person, someone to play the Chaotic person, someone to play the Good person, someone to play the Neutral person..." With the example of replacing roles with Icons from 13th Age, you've got someone who plays the "Archamge" and someone who plays the "Dwarf King" and someone who plays the "Crusader." Those become the roles you want to see in your games. Those are roles much more relevant to the playing of those games than "striker" or "defender."

Of course, even in 4e, the difference between a role was just one little game mechanic. Either you had extra dice, or you used a mark, or you had a 2/round heal, or you had an area effect/tenacious status effect. Is that little difference enough for an entire character identity?

"What roles are my players interested in playing?" is probably a very relevant question to ask when coming up with your own classes, but maybe for DMs, "What roles does my world/setting/campaign plot enable?" might be even better. Though thornier to answer pre character gen. But perhaps using villains as construction elements can help there: if you're playing the Temple of Elemental Evil, maybe evil cultists and divine priests and elemental-themed character classes would be more relevant?
 

Andor

First Post
Classes, as noted, serve many purposes. They serve as useful buckets of abilites tied to playstyles and perhaps roles or fluff archetypes.

They are not needed, but otoh while the Hero system has been around for almost 25 years now I've never found a group that actually used it for fantasy gaming. Because it's too much work. Saying "My 5th level Wizard memorizes fireball" is a heck of a lot easier than figureing out what an Energy Blast (5d6) with Area of Effect (5 hex radius), Gestures, Incantations, OIF (Spell component Pouch), Charges (1) costs. The answer is (25 * (1 + 1.25))/(1 + 2 + .5 + .25 + .25) = 14 character points. Now do that for all your spells. And Items. And your henchmen. Oh and wait, that should probably be in a power framework becuase you can change you spells per day.

I'd be interested to play in such a campaign but I've never seen the group willing to do it.

This was one of the pre-essentials weaknesses of 4e, there was no class that a new person could just sit down and play without a lot of homework. Personally I haven't played a primary caster in D&D for years because of the work required. Picking a class with more limited options allowed me to play without taxing my aging brain trying to recall the thousands of D&D spells I've seen over the years. OTOH if I didn't feel like limiting my choice to deciding how much power attack to use this round I can move to more complex classes like a Binder or Totemist without opening the full caster can of worms.

My fiance is new to gaming but wanted to play a spellcaster of some sort in our 3.5 game. We pointed her at the Warlock and she was perfectly happy. She would not have been happy if I asked her to read 50 pages of spell descriptions, I promise you.

So they don't just silo abilities or archtypes, they also silo player oriented choices about how much work you need to put into a game to play well.
Just my 2¢
 
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