how many classes is too many?

kill the bard!

First Post
As this is my first post, let me start by saying hello.

I'm a longtime fan of rpgs. My genre of choice is fantasy, though I don't have a particular favorite system. Like a lot of you, I'm following the development of D&D Next. The various articles relating to the classes are of special interest to me, but lately I've been asking myself the question, "how many classes is too many classes?"

To me, there are two approaches one can take when making classes for an rpg. You can go with fewer classes that cover the varying roles/archtypes, or you can go with many classes that overlap mechanically but offer a variety of themes.

In D&D, for example, we have quite a few classes (almost a dozen as of last count). But if we stripped the classes down to their core function we could get that number down to seven or fewer. At the basic level, there isn't a huge difference between a fighter and a barbarian, a rogue and a monk, a wizard and a sorcerer, or even a paladin and a cleric. Sure, class-specific mechanics can change how they play, but they don't really change what they do.

But thematically, those classes are very different from one another. While a fighter and a barbarian are both dangerous combatants, one relies on martial training while the other utilizes brute strength to emerge from combat victorious. A rogue is typically a lightly-armored melee character; a monk is typically a lightly-armored melee character. The wizard and the sorcerer both have access to the same spell list, the difference between being the way the master the art of magic and how many spells they can learn or cast.

So I'm wondering how you all feel about this. Do you prefer fewer classes that each fill a unique role? Or do you prefer more, thematically-varying classes, even if it means overlap in function?
 

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Wicht

Hero
"how many classes is too many classes?"

7532


More seriously,
As a player, I am not sure that there is such a thing - I want the class that best emulates what I want to do with the character.

As a GM, I prefer to have more limits. I actually like the archetypes Paizo has invented as they allow marginal changes, more flexibility and yet keep class bloat to a minimum.
 

Morrus

Well, that was fun
Staff member
Depends how much you want to strip them down. You 8could8 go all the way back to fighter, cleric, rogue, wizard, and cover a hell of a lot of bases with some theming. Heck, depending on how far you want to take it, wizard and cleric could just be themes of a spellcasting class.

On the other hand, going the other way, you could end up with a class for every possible minor permutation you can think of. At which point, they're not even classes any more - they're just thousands and thousands of ready-made pre-gens in an infinitely flexible classless system.

So - somewhere in the middle, I guess!
 

Nytmare

David Jose
I'm definitely a bigger fan of classes encapsulating the basics, and having everything else branch off of that.

For me, for D&D, I'd love the system to be a fighter, a spellcaster, and a skill monkey, and have everything else after that just be combinations and coats of paint.

As for what I'd consider to be too many, I'd hazard a guess that it's somewhere around 13 or 14.
 


How many in just one book is really the question. How many supplements you can sell after the core is the next question.

If we are talking D&D, I seriously hope they stick with the 'core' 10 (Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Wizard) in the first Players' book, then maybe release another Players' book somewhere down the line that has another 10 say (Assassin, Alchemist, Cavalier, Sorcerer, Swashbuckler, Warlock, Warlord, Witch, etc). You could nominally have an infinite amount sourcebooks to follow, but the choice is left to groups or individuals about how much they want to invest. For me, it would be about two books limit at a stretch - if that!
 

Fetfreak

First Post
As little as possible for me. I want a class to give me a freedom to make the character I want.
I always hated the fact that if I want to play a barbarian in 3.5E who tracks, I have to spend a valuable resource (a feat every 3 levels) or multiclass into a ranger.
More annoying yet, I get things I do not want with my character, like trap sense.
 

Vyrolakos

First Post
If you're a game publisher, the more the merrier.

Think of all those 'Complete ...' series books you can sell, and if you're a really greedy publisher, you could divide up all the classes and put them in three separate Players Handbooks.... :uhoh:
 

Ed_Laprade

Adventurer
If you have to have classes, which you obviously don't, then three. Or four if you insist on dividing cleric and wizard, which I don't. After that everything else depends on multiclassing, feats, skills, and/or whatever you want to use to distinguish swashbucklers from sword and boarders, wizards from sorcerers, &etc. And welcome to EN World! (Or, at least, to posting here.)
 

It depends on the system honestly. If wanting to play a Barbarian, would you rather be told, "Here, take the Barbarian class and rock it!" or "Take the Fighter class and take X,Y, and Z options to fight like a Barbarian."
 

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