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Three Traits of a Good Class

Enough of the "What is...?", now it's time for "What would happen if...?"

Enough of the "What is...?", now it's time for "What would happen if...?"



In my recent articles, I’ve been discussing the level at which “Class” should perhaps rest, and I’ve come to the conclusion that specificity is probably good at individual tables, with a flexible framework for making classes in the background. In essence, this might be something like the 4e monster construction system: a flexible chassis on which to hang innumerable specific kinds of characters. The game provides you with a litany of pre-made, specific kinds of characters, and allows you the ultimate flexibility to make your own.

So, for example, you could pick up a published book with a brand new class in it, and that class is called a “Blackhand Assassin….”

Specific
The Blackhand Assassins are a guild of noble-born assassins made for a life of erudition, luxury, and brutal, unrepentant murder. They work with subtlety and grace to get near their often-wealthy targets, to study their habits, to find out where their security is lax, or where they take unnecessary risks…and then they see to it that these times of peace are exploited ruthlessly. Their work is known by its calling card – the hand of the victim is often stained a dark black, the work of a poison introduced into the victim’s food or drink at least one day in advance. The poison itself is not deadly – its only purpose is to turn the hand of the target black upon the victim’s demise, as proof of the involvement of the Blackhands…

Perhaps this class is put in a book all about running a game of courtly intrigue, or all about morally ambiguous characters, but what’s important is that this new class is specific and narrow. It has an ability set suited for its actual capabilities: knowledge of poison, skill with disguises, and also knowledge of etiquette and an intimate familiarity with the habits of the dangerously wealthy. Their powers and abilities focus not on dungeons or fighting, but on dispelling suspicion and developing identities. They might have abilities to hide their intentions, even from magical detection, to be able to impress with their words as much as a bard, to conceal poisons, to predict behavior, to gather information…

This kind of class is much more useful in the story than, say, a generic “Assassin” class because it possesses a specific story, one of nobles trained to be assassins of other nobles. It speaks of a world of dangerous intrigue, where murdered lords and ladies drop along the path to the throne for anyone ruthless enough to hire these particular assassins. These assassins aren’t shadow-mages or brutal fighters, they’re subtle social manipulators, and that’s all they ever need to be. They have a story, and, presumably, an ability set that flows from this story, that allows them to be exactly what they need to be, nothing more or less.

Imagine a game where all the classes were this specific and this narrow. There is no general “Rogue” class, there’s not even a general “Thief” class, there is just one particular class, perhaps called “Grey Knife,” that represents a particular kind of member of a particular guild of thieves in a particular area, with skills relevant in that area. For instance, maybe the Grey Knives are great illusionists, and so the “Grey Knife” class weaves powers of deception and lies into powers revolving around knives and daggers. There’s another class called maybe “Guttersnipe of the Great City,” that represents a streetwise, smart-talking pickpocket of a particular type, and another class called maybe “Thrilling Acrobat” that represents an agile performer in the Thrilling Circus. None of these characters need to have any abilities or traits in common. Grey Knives turn invisible and stab with surprise invisible blades. Guttersnipes melt into the crowd, but aren’t the murdering types, so they’ll just pick pockets. Thrilling Acrobats don’t hide at all – they’re much more interested in acrobatic flips and fearlessness.

In this world, there is no class, except the very specific ones.

Efficient
So maybe you don’t want to play any of those types of characters – Blackhand Assassins and Grey Knives and Great City Guttersnipes and Acrobats of the Thrilling Circus don’t entice you, or don’t fit into your world (you don’t have a Great City or a circus, you hate the idea of Guilds, whatever). Or maybe you like 90% of a class like the Great City Guttersnipe, but there’s an ability that doesn’t work for your world for whatever reason (wealth is measured in jewelry, making it hard to pick someone’s pocket, for instance).

The first reaction is, “That’s OK.” It’s fine to think that the Blackhand Assassins are useless and pointless in your dungeon-crawl adventure and to not use them, just as it’s fine to not like a particular monster (like, say, the Executioner’s Cap) and not use it.

This means, in design, that your classes become lightweight and efficient. Perhaps we use the same idea for classes that 2e used for monsters: one page per. So, our Blackhand Assassin doesn’t suck up 15 pages, but its laser-like focus gets woven into a single page, that anyone playing the class can pick up and use to play their character.

This permits for a staggering diversity, as well. If a class only takes up a single page (or even if it takes up two!), you could hypothetically publish a class compendium with hundreds of them. They can percolate into books like monsters do, wherever the designers may think they’re useful. Okay, you don’t like the Blackhand Assassin…there can be literally thousands of classes to choose from, increasing your odds of finding something you ARE interested in vastly.

The feature of being efficient could also mean that classes have vastly different “lengths.” Taking a queue from 3e’s prestige classes, perhaps “Guttersnipe of the Great City” is only a class that lasts three levels. At the end, you can take a new class, in a method similar to 3e’s multiclassing.

But, of course, no matter how many different flavors of hero appear, none will ever be quite as unique and special as the flavor that you determine you need. Blackhand Assassins are nice, but if you could make an assassin unique to your world, unique to your nobles, unique to your cities and your guilds….that’d be ace…

Translatable
So maybe you have a band of assassins in your world that use necromancy and kill with a special kung-fu-style quivering palm. It’s specific to your game and your world, so there’s pretty much ZERO chance of it popping up in a purchasable product.

But if this world made classes like 4e makes monsters…with a quick chart (or series of them!) to show you how to build a balanced class...

Imagine something like the 4e “Page 42,” slightly expanded and applied to various levels of character powers. So if you say a Fireball is a Level 3 spell that a Wizard of the Eternal Flame can get at level 5, you essentially say that any effect substantially similar to Fireball is something that someone can get at level 5.

Or, even better, you say that Fireball is an ability that, hypothetically, any character can pick up at level 5. So if you’re making your kung-fu necromancer-assassins, and you want them to be able to speak with the dead, and that’s an ability that exists in the game as speak with dead as a level 5 ability. Your assassins can use it then, and so can any other class who has any reason to be able to do that.

This essentially gives you, as the DM, infinite ways to customize your own classes, using abilities that already exist, or even making new abilities using the benchmarks in the charts.

Now, you can have an entire Player’s Handbook, specific to your world, consisting only of classes you personally have specifically linked to your world in some way, if you don’t like any of the pre-existing options.

mzl.svofwrnd.320x480-75.jpg

Like this, but for rangers and barbarians...and with possibly less felt...

Actually Any Good?
So, how does this proposal sound? Do you think this would be viable? Interesting? Something you’d like to see? Any major problems with it? Any pitfalls? Let me know down in the comments!

Attached below is an example of what such a class might look like -- nine levels, one page, very focused.

View attachment 58929
 

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delericho

Legend
Not bad, but I think I would go with:

- It does something distinct.

If your class can be built using another class built a specific way... then what you have is a build, not a class.

- It does something well.

This is something that comes out of that "tiers" discussion for 3e that I dislike so much. Basically, the class needs to be able to do what it says on the tin, do it properly, and not tread (too much) on the toes of another class. If your Blackhand Assassin isn't any good at, well, assassinating people, then it's not worth bothering with.

- It needs to be customisable enough.

In a class-based system, your class is probably the single biggest building block in the construction of your character, but it is still only one building block. If all Blackhand Assassins look exactly the same, most likely you've done something wrong. There should be some scope for customising the character beyond that. (And probably more than just "pick a few feats", as was the case with too many D&D 3e classes, such as the Paladin or Rogue.)

But at the same time, you don't want too many options, both because that introduces extra complexity, and also because there are some things that should be core to the class and not up for removal - the Wizard's ability to cast spells, the Assassin's ability to assassinate, and so on. Some sort of middle ground is probably in order.
 

ToddBS

Explorer
Super Genius Games has a series of "Talented" classes for Pathfinder, like "The Talented Fighter". They start with a basic layout, fighters get d10, full BAB progression, etc. But the class abilities are all a la carte, and chosen from an extensive list of "talents". This is done by the player to customize their particular character, but I don't see why the GM couldn't use the entire spectrum of all class abilities to design classes. Paizo has done something similar in at least one adventure path with the Chevalier prestige class, which bestows a handful of great abilities and creates a campaign-specific, happy-go-lucky cavalier-esque character without the mount (despite the word chevalier referring specifically to the mount), but it only lasts 3 levels. After that, the character can return to being a fighter, rogue, bard, whatever but still be quite obviously a character of that particular campaign.
 

1of3

Explorer
With a class model like that classes become meaningless. You could take a point buy modell or free traits. It makes sense, if you turn it around: Make a character, then tell us which organisation teaches this specific combination of tricks.
 

I'm A Banana

Potassium-Rich
With a class model like that classes become meaningless. You could take a point buy modell or free traits. It makes sense, if you turn it around: Make a character, then tell us which organisation teaches this specific combination of tricks.

I think this gets into some interesting questions of cognitive dissonance.

Why is a class meaningless in this system, but in, say, the 4e monster system, monsters aren't meaningless? Or in the 4e powers system, powers aren't meaningless? What is the essential conveyer of "meaning" here?

I think it's possible to switch it around and remove classes entirely, too, but the authority to make classes is here given to the DMs for a specific reason: because they are usually the ones who determine the setting and structure and thus the relevant conflicts and possibility for heroes (though it can be done the other way around). If the Blackhand Assassins are going to be useful or not is largely up to the kind of enemies and adversaries the DM supplies: dungeon crawl games aren't going to use them, intrigue-laden games might.

The ability to decompose this to its base elements is, in my mind, kind of a strength: it allows DMs to roll their own easily.

But at any rate, I think the interesting question here becomes: what does it take for a class to have "meaning"? Certainly in the fiction of the game, and in the mechanics they possess, a Blackhand Assassin and a Crystal Seer are distinct...what are they lacking?
 

Kingreaper

Adventurer
But at any rate, I think the interesting question here becomes: what does it take for a class to have "meaning"? Certainly in the fiction of the game, and in the mechanics they possess, a Blackhand Assassin and a Crystal Seer are distinct...what are they lacking?
If classes are to be at all significant you need to be picking a class, and getting mechanics based on that class.

"Building your own class" is just a flexible, non-class-based system with "and now call it a class" tacked on the end.
 

1of3

Explorer
Why is a class meaningless in this system, but in, say, the 4e monster system, monsters aren't meaningless? Or in the 4e powers system, powers aren't meaningless? What is the essential conveyer of "meaning" here?

Class is a short key for the type of character. If you would ask "What's that again?", there are too many.


The ability to decompose this to its base elements is, in my mind, kind of a strength: it allows DMs to roll their own easily.

I do not consider the GM to be so central for the campaign set-up. If the world belongs to the GM, the chars belong to the players. Otherwise both is shared by everyone.
 

Specific I find a truly horrible goal unless you are intending to write a very focussed game. To take one of my favourite games at the moment, Monster of the Week, the classes include things like the Luchador - a former masked Mexican wrestler who is now, for whatever reason, hunting monsters. But Monster of the Week is a highly specific game about people trying to stop ... a monster of the week. You're all trying to do the same thing - and if you want to run another type of game play another game. And specific leads to another question - classes are normally exclusionary. Let's say you want to play an assassin who's Fearless and will assassinate a dragon but doesn't want to be seen and in fact specialises in Melting Into The Crowd. Do you need to invent a class for this? Or do you just take abilities from the two classes - in which case you don't have a class system at all, but a point buy system that offers packages? (In MotW you can take a limited number of advances from other playbooks so the Luchador might have a couple of moves borrowed from the Chosen by the end).

Specific works, in my experience, not as classes but as packages within classes. Instead of the Grey Blade, the Guttersnipe, and the Thrilling Acrobat you have one Rogue class that can be made mix and match. But if someone wants to lock down their choices into one of the archetypes they get a package deal bonus (in part to make up for the drop in power from not being able to pick the best). Or it works in a game where everyone is assumed to be a rogue (or monster hunter or teenage monster or whatever) and the purpose of the classes is to differentiate within that specific category.

Efficient works. It, however, needs the right sort of game to support it. The classes for most of the Apocalypse World family (Apocalypse World, Monsterhearts, Monster of the Week) fit onto a double side - and so do the non-casters in Dungeon World (my current wizard doesn't because his entire theoretical spellbook is on his character sheet and he just ticks the ones he has). And Dungeon World is a great game - if you're interested in efficient class design look to that family of games for inspiration.

Translatable is nothing more than another way of saying "Constrained point buy". It's useful for development purposes but doesn't reach to the heart of anything.

So what should classes be in my opinion?
  • Bold
  • Inspiring/Inspired
  • Flexible

Bold. A class should be bold. It should do impressive things. If a class doesn't have abilities, probably right from level one, that lead to a significant proportion of the table saying "I wish my character could do that" then it fails. Mostly because if the abilities are forgettable then the player in question is going to forget them, which means they will take much longer and be much more frustrated playing them. (This is one of the core 4e failings - the various attack powers for PHB classes are too simmilar so people forget which different ones they have). The biggest issue with this design is to make sure that people wish they could do that not they think they ought to be able to.

Inspiring/Inspired There are two measures of a class's inspiration, and both are important - but to be good a class needs only one. Inspired classes are normally generic (like fighters, wizards, and rogues) are for when people come to the game with a clear character concept independent of the system already in mind and it fits the game's tone and power level they should be able to make something pretty close using the classes presented to them without much trouble. Inspiring classes on the other hand are much more specific and should lead to the reaction "That's a cool concept. I want to play one of those." (For me the Luchador I mentioned fits - as does the Malediction Invoker in 4e; a cleric with a shard of their deity's power and who hurts themselvs using it). Others have different takes - and every inspired class should have a number of inspiring options of course.

Flexible. I don't care how good a designer you are. My vision is not going to match exactly up to yours and I need ways to tweak your vision to better match up to mine. Options are necessary; we've all used pregens at some point or other - would you want to use one for campaign play? I wouldn't - especially not without the ability to guide how my character grows.

I'm now going to say that your Seer of the Crystal Dragon is an awful class. It consists of nine abilities, one of which is purely reactive, and of the other eight abilities all are usable only once per day - with three being coincidental. This isn't bold. And the ability to do a little occasionally isn't something I find inspiring (it certainly isn't an inspired class). And at level 8 you automatically get a dragon scale? Wait, what?

I'm going to offer the seeds of an alternative.

Seer of Wind and Stars

(Because honestly? The Crystal Dragon is far too specific - if you want to connect a seer of wind and stars to the Crystal Dragon, be my guest).

Seers of Wind and Stars live partly in the now, and partly predicting the future. Able to see the future in the heavens, and to predict the lives of others, most Seers of Wind and Stars are employed either by farmers or by merchants to predict, and even control the weather. Surprisingly few are employed by gambling syndicates because their death becomes predictable and very unpleasant. And you always know the weather.

Basic Ability
Determine Fortune (Three times per short rest you can hand out Advantage by predicting auspicious moments)
or
Alter Fortune (Once per extended rest you can change a dice to a natural 20 or a natural 1 after it has been rolled)

Combat Ability
Starlight Conjuration. (Sacred Flame at will)
or
Biting Wind. (Lesser Wind Blast at will)
or
Prescience (All attacks you make are made with advantage - but you only start with proficiency in rogue weapons)
or
Avoid Doom (All attacks against you are made with disadvantage - just a pity you start with very little armour proficiency (either none or leather) so this is useful but requires investment)

Advanced abilities (pick one per level - aimed at a 5 level class - may also pick basic abilities)
Truly Perfect Preparation: If you have half an hour to plan and the ability to throw a horroscope advantage on all rolls by your party to set an ambush and for the first three rounds in an ambush. Note that this cancels and is cancelled by Never Off Guard
Never off guard: Neither you nor your party is ever surprised in combat, and gain advantage on checks to see through bluffs whenever someone promises you something they shouldn't.
Cold Reading: Gain Advantage on the second and subsequent charisma checks you make against any given mark.
Just stand right there: Ranged attack of some sort with a recharge mechanic - most of the damage done is "coincidence" that in the right game can be anything up to and including a surprise anvil or grand piano drop (although generally not so silly)
Suggestion: If it ain't broke, don't fix it
Clairvoyance: If the Seer does nothing else in the turn they can move their perceptions.
Starlight Nova: Something like Prism
Entrancing Aurora: Hypnotic Pattern
Strand of Starlight: A cutting laser.
Fortune on the Wind: The winds bring you something useful
Comforting Wind: Short distance flight.
Thunderstorm: Call Lightning
Northwind: If it ain't broke...

It's all thematically consistent, but out of it I can build an awful lot of different approaches to th world. And can be used for anything from an utterly coincidental precog who can predict the weather to a thematic gish of several sorts. It's deliberately set up so there are three pure concepts under the same banner (the coincidental precog, the starlight scryer, and the weather mage) - but can drift into a lot of territories depending on how people want their scryer to specialise - combat focus that picks up armour proficiency gets impressively well defended, or two handed weapons hit hard. And there are probably broad concepts I haven't seen there. Still fits onto one page.
 

n00bdragon

First Post
I think this gets into some interesting questions of cognitive dissonance.

Why is a class meaningless in this system, but in, say, the 4e monster system, monsters aren't meaningless? Or in the 4e powers system, powers aren't meaningless? What is the essential conveyer of "meaning" here?

Monsters ARE essentially meaningless in 4e. There is no reason that a Goblin Hex Hurler (MV p155) has 46 hit points aside from the fact that it is a level 3 controller with 14 constitution. Every other level 3 controller with 14 constitution has the exact same HP. It has nothing to do with the monster being a small natural humanoid much less a goblin or a "hex hurler" whatever that is. Particularly since fresh monster creation is almost as easy as looking up an appropriate monster for an experienced DM the monsters found in printed material are little more than suggestions. Most modern RPGs share this philosophy because it makes modifying monsters or homebrewing your own much easier, most just don't make it so simple you can do it on the fly.

Meaning is given with how you put those building blocks together. If you wanted to make a class that shoots fire at people you can certainly just give it abilities that deal a nebulous quantifier of "damage" to people, perhaps with an attribute to the damage so that rings of fire protection help against it but if you really want to evoke that feeling of fire you should make it behave like fire. Make it deal ongoing damage or light up flammable terrain. On the flip side if you start trying to figure out a proper "point cost" for parts of abilities like setting something on fire you end up playing Mutants and Masterminds which is an unholy cluster**** of unbalance.
 

I think this gets into some interesting questions of cognitive dissonance.

Why is a class meaningless in this system, but in, say, the 4e monster system, monsters aren't meaningless?

Because monsters are a tangible thing within the game world. "That is a large red dragon." "That is a goblin hex-hurler." Not a meaningless statement.

On the other hand "That is a level 13 elite brute" would receive blank incomprehension within the setting - not one of those words would be understood by someone in the setting as having their metagame meaning. This is because the 4e monster design system is ultimately a very tight set of benchmarks for freeform monster design.

Or in the 4e powers system, powers aren't meaningless?

The spells are directly meaningful. The martial powers are generally abstractions of approaches and opportunities.

What is the essential conveyer of "meaning" here?

Would someone within the setting have a clue what you were talking about?

I think it's possible to switch it around and remove classes entirely, too,

As most popular RPGs that were created from scratch since Traveller (1977) have done. Classes have advantages and disadvantages. Although White Wolf sort of added them back.

The ability to decompose this to its base elements is, in my mind, kind of a strength: it allows DMs to roll their own easily.

If classes are that easy to make, unless you have a collection of bold abilities making up a class (as the Apocalypse World family does) ultimately you've a packaged point-buy system rather than a class based one.

But at any rate, I think the interesting question here becomes: what does it take for a class to have "meaning"? Certainly in the fiction of the game, and in the mechanics they possess, a Blackhand Assassin and a Crystal Seer are distinct...what are they lacking?

Oh, both have meaning. But if an RPG that wasn't tightly tied to a specific setting decided to sell me as crunch a Blackhand Assassin and a Crystal Seer as separate and distinct classes I'd put the game straight down on the grounds it was so unbelievably padded that it felt the need to waste pages on that, unless it was an intrigue game with those being major factions. My attention to minutae is limited, and I think it's way beyond that of most people. (I'd also put it down on the grounds that all Crystal Seers are effectively identical)
 

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