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?
 

log in or register to remove this ad

Mishihari Lord

First Post
I actually prefer non-classed games, but I do see their value where they are used. I think the most important benefits are niche protection to promote teamwork and simplifying character creation and advancement.

For me the primary requirement of a class is that it has to represent an archetype in history, fiction, or legend. I should be able to say "I'm an X" and be immediately understood. Class vs subclass is just an organizational convenience. Swapping our the just the relevant points from one subclass to another makes classes easier to write and learn, but beyond that, it's not a very important distinction.
 

log in or register to remove this ad

Jhaelen

First Post
Personally, I think there's two situations for which class-based systems make the most sense:
1) There are different, distinct mechanical subsystems representing character abilities/powers that are mutually exclusive or must be balanced to some degree. I.e. if spellcasting uses different mechanics than fighting with weapons and balance requires characters to be good at either one or the other, then it makes sense to have separate classes for spellcasting and fighting.
2) If the system is tied to a particular setting it makes sense to have classes that represent different archetypes within that setting.

For a setting-less or generic system basing classes on archetypes makes little sense, really. Likewise, if all character abilities/powers are mechanically identical and don't have to be prioritized in some way, then it makes little sense to divide classes based on availability of powers.

I consider 1) the more important reason, since almost all systems make use of roles in some way.
This is because characters are supposed to specialize (since a single character cannot cover all bases) and an effective party requires that all kinds of challenges that will typically come up in the game can be overcome. The number of 'required' classes is therefore a function of the number of 'required' roles and the expected party size. E.g. if the expected average party size is three and there are five roles that need to be covered, each class will have to be able to be good in (at least) two, but no more than four different roles. So anything from five to twenty classes might make sense.

Fitting role-based classes into a setting to represent a particular archetype can be achieved using other other mechanical means than a class: backgrounds, templates, builds, kits, etc. How loose or strict these are is basically a matter of preference.

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.
I rather strongly disagree with that view. For our group the following statement would much closer to the truth:
"This was one of the pre-essentials strengths of 4e, there was no class that a new person could not just sit down and play without a lot of homework."
4e caused one of our players who had been playing nothing but fighters and paladins in 1e to 3e to switch gears and discover that he actually enjoyed playing wizards! It was the first edition that put all classes on equal terms regarding complexity. Once you understand how to play a character of any one class, you know how to play every class (well, assuming you understand the tactical implications of it being designed to fill one or two particular roles).
 

Andor

First Post
I rather strongly disagree with that view. For our group the following statement would much closer to the truth:
"This was one of the pre-essentials strengths of 4e, there was no class that a new person could not just sit down and play without a lot of homework."
4e caused one of our players who had been playing nothing but fighters and paladins in 1e to 3e to switch gears and discover that he actually enjoyed playing wizards! It was the first edition that put all classes on equal terms regarding complexity. Once you understand how to play a character of any one class, you know how to play every class (well, assuming you understand the tactical implications of it being designed to fill one or two particular roles).

I think you confirmed my point actually. All 4e classes are equally complex so your player who had been avoiding the morass of options that is a 3e Wizard tried one because he might as well. Yes all 4e classes were (pre-essentials) the same complexity but that bar was set rather higher than an earlier editions Fighter, and much lower than an earlier editions spell caster. This requires more buy-in from the fighter player and disappoints the guy who loves pouring over the minutia of lots of spell descriptions.

One use of a class is to provide siloed options to the player. Providing a range of complexity/depth in those options is something may people have found useful. Wasn't that kind of the point of essentials?
 

Ahnehnois

First Post
Personally, I think there's two situations for which class-based systems make the most sense:
1) There are different, distinct mechanical subsystems representing character abilities/powers that are mutually exclusive or must be balanced to some degree. I.e. if spellcasting uses different mechanics than fighting with weapons and balance requires characters to be good at either one or the other, then it makes sense to have separate classes for spellcasting and fighting.
That's interesting, in that (at least in the 3e vision of the game), there are really only two: there's the "normal" d20 system with level-based bonuses and DCs and so on and so forth, and then there's magic with spells and slots and stuff. Maybe you could argue there's more (spell-like abilities for warlocks or rage/sneak attack/etc.), but there definitely isn't a distinct mechanic for every class or even every category of class (as divine and arcane casters use the same mechanics).
 

TwoSix

Dirty, realism-hating munchkin powergamer
1) There are different, distinct mechanical subsystems representing character abilities/powers that are mutually exclusive or must be balanced to some degree. I.e. if spellcasting uses different mechanics than fighting with weapons and balance requires characters to be good at either one or the other, then it makes sense to have separate classes for spellcasting and fighting.
2) If the system is tied to a particular setting it makes sense to have classes that represent different archetypes within that setting.
I think the secondary concept of using the class as a shorthand for "archetype" or "role within the narrative" carries weight, even in ostensibly classless games.

Look at FATE Core, for example. Everything mechanical is based on Skills and Stunts, which are open to all characters. It's a classless game. However, characters also have an Aspect called the "high concept", which is pretty much a short phrase that defines the heart of the character. FATE Core is pretty explicit in saying that any skills or stunts which are out of the ordinary (like a magic skill or special martial art) only be accessed by those who have a high concept which is evocative for that use. Classless game, but still has a concept of siloing effects into archetypes, which is where most of the narrative weight that D&D class names carry is borne.
 

Lord_Blacksteel

Adventurer
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.

There were plenty of groups playing it in the 80's and 90's, usually groups who came to it through Champions and saw 1E and 2E AD&D as tremendously limiting in character concepts. Some still do but I think 3E's unlimited multiclassing and the explosion of options for race/class/feat/skill handled a lot of that need for a lot of players.

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.

What? There isn't any significant amount of homework needed for a 4E character to start out at 1st level. Stats, Race, Class (just like most versions of D&D, Feat, a few skills (like 3E) and then pick a pair of at-wills, an encounter power, and a daily power, some gear, and you're done! Use one of the character creation programs and all the details are right there on your character sheet! There is room for criticism of 4E but I don't see homework as one of them.

I think you confirmed my point actually. All 4e classes are equally complex so your player who had been avoiding the morass of options that is a 3e Wizard tried one because he might as well. Yes all 4e classes were (pre-essentials) the same complexity but that bar was set rather higher than an earlier editions Fighter, and much lower than an earlier editions spell caster. This requires more buy-in from the fighter player and disappoints the guy who loves pouring over the minutia of lots of spell descriptions.

One use of a class is to provide siloed options to the player. Providing a range of complexity/depth in those options is something may people have found useful. Wasn't that kind of the point of essentials?

All 4E classes are not equally complex. Complexity is not just tied to a similar power structure unless all you do is build characters. If you actually play the game the different levels of complexity come from the options each character has in play. A bow ranger is one of the simplest characters to run at most levels as their choices mostly boil down to stand back and shoot something for damage. A Fighter is one of the more complex classes as there is a lot of tactical decision making each round regarding marking, positioning, and what the rest of the group is trying to do. There is more to complexity than how many things are listed on your character sheet.

As for the main article, class matters because it's one of the core elements of D&D and many other games. no, they are not essential to roleplaying, but they are essential to D&D. Classes have been a part of the game longer than races, and a version of D&D without them is something I wouldn't ever expect to see. Other games, sure, D&D, no.

Unlike some of the things discussed above I can't remember the last time I saw a DM designing new classes for a D&D game, but that would make an interesting supplement for Next. We saw some of this in the 2E Player's Option books, and in the 3.0 DMG. Why not try something similar as its own book for the new version? Even if it focused on a Prestige Class type approach rather than new base classes it could be interesting.

If we want to talk about number and differentiation between classes and "how much is enough" then set D&D aside for a moment and take a look at Rifts. Rifts classes are largely a collection of stat bonuses, skill bonuses, and gear with a few unique mechanics added in for some - spell casting, psychic powers, or regeneration and a breath weapon. For some classes, other than moving a few numbers around, the only difference is what kind of robot you get to drive! To D&D-only gamers that may seem like overkill but it seems to work for that particular game. Why?
 


Remove ads

Remove ads

Top