D&D 5E What if everyone in the setting had a [Class]?

A lot of classes make sense to be known as things in setting.

Wizards are trained in arcane magic, sorcerers are people born with casting magic, warlocks are people who made pacts.

Clerics and druids are divinely empowered magical priests/cultists.

The old school method was normally that most people are mechanically level 0 or first level fighters with not exceptional stats and no combat equipment. So the farmer will have one Hit Die and be a fighter, but a terrible one who does not really compare to a PC but someone who can grab a torch and pitchfork.

Some NPCs are exceptional and have higher level and varying classes. Priests are often clerics and druids with some levels, leaders are often higher level. Elite combatants can be higher level. People with various classes and levels can be found. There might be a local wizard's tower with a magic user of some levels and possibly some apprentice magic users of lower levels.
 

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Anyone who's read my posts (all 5 of you!) knows that I'm very much NOT a fan of the idea that class, as a concept, is a recognizable element within the setting.

But.

I like to be flexible, and I like to think about game ideas that are normally unpalatable to me, and see if/how I can make them work.

With that being said, how would one go about making a setting in which [Class] was a recognizable element within the setting, indeed, so much so that [Class] and level were something that every sapient being had?

1) Everyone gets a class. On their 16th birthday (or some other age that's a marker of maturity for the race in question), everyone participates in a ceremony that grants them their 1st level in a class, and all the abilities they would normally be granted by such. If you somehow miss the ceremony, you'll eventually wake up with a class, but it might not be the one you want.
During the ceremony, you get to pick a class from a multiplicity of options that fit you, but not everyone qualifies for every class. (This is a fiction requirement, not a game requirement.) Some classes are less common; for example, Wizard is usually only an option for kids who have studied a lot of base magic theory beforehand.

2. No commoner classes. Everyone in the world is a recognizable, PC-facing class. No {Farmer] class or [Merchant] class.

3. Everyone knows your class and level. People with classes and can tell the [Class] and level of everyone else at a glance. Maybe it's a visual cue, or some kind of aura, or just gut intuition, but it's not information you can simply hide.
There are caveats. Some spells can hide level and [Class], but that's suspicious. Stronger magic can disguise it. Multiclassing confuses this intuition, a Wizard 3/Rogue 2 generally shows up as a [Wizard] 3. This makes people often suspicious of people who multiclass, as it seems like they're hiding something. Someone much higher level than you {8-10 levels higher) just registers as "High level".

4. People know how classes work. If they see you're a 5th level [Sorcerer], they know that 3rd level fireball you cast is one of only 2, unless you sacrifice your lower level slots. People know a 5th level ranger is much more dangerous than a 4th level one. They know a 1st level [Rogue] is going to be extra skilled in 2 different area of expertise.

5. HP are meat, and everyone heals up after a long rest. Battles are brutual and bloody, because everyone knows if you don't kill someone now, they'll be ready to fight you again tomorrow.

6. Levels are slow to acquire. Everyone knows only real danger and/or rigorous training (such as a wizard academy, a monastery, etc.) will make you level, so most people aren't that interested. A normal human will probably level about once a decade, reaching retirement age at about 5th level. The movers and shakers of a large town or small city will tend to be high single levels; and hitting the teen levels generally makes you a real force to be reckoned with.

7. Other game mechanics are hidden. People know that subclasses and feats exist, but those are generally only able to be discerned by watching the target. The gut intuition that allows identification of [Class] and level doesn't give that level of granularity. Likewise, no one actually knows about hit points, just a general sense that a {Fighter] is tougher than a [Wizard].
Basically, people can't tell numbers, apart from levels and spell slots; there is only a general sense of magnitude. People know some people are stronger or smarter than others, but there's no sense of "She has a Strength of 17."

8. Lots of classes, lots of prestige classes. Different areas of the setting have different frequencies of [Class] availability, and might have unique or uncommon classes only found in that area. Likewise, there a lot of special classes that can only be acquired by the experienced. You can't become a [Dragon-Knight of Arkhosia] until you've sworn an oath, and you have to be a 5th level [Fighter] or [Paladin].

9. Retraining and class transformations are a thing. A [Cleric] might renounce their god and become a [Warlock] or [Cultist]. A [Paladin] can forswear their Oath and become a [Ranger]. Likewise, some prestigious classes might actually rebuild the character, a [Fighter] 5/[Cleric] 5 becomes a [Chosen Prophet] 10 after completing a holy quest for their goddess.

What other features could be added to make this concept stronger?
In Valda's Spire, a book by Mage Hand Press, they introduce Auxillary Classes -- one level classes that have a HD and 1-3 simple features and some profs. You can take these and they called htings like Sellsword, etc etc. This, IMO, is the best way to do it. Not all classes have to be equal, as we see with Sidekicks vs typical PC classes. Auxiliary or "Profession" classes could just be one level and everyone has at least one.

The ideas @Minigiant brings up are helpful but honestly I think Class Groups is a more Anime-direciton and Auxiliary classes is a more typical Fantasy way to go about achieving this same effect. Valda's Spire has about 20+ Auxiliary Classes and they are easy to make, and this lets you use them as both PC things and NPC things.
 


In Valda's Spire, a book by Mage Hand Press, they introduce Auxillary Classes -- one level classes that have a HD and 1-3 simple features and some profs. You can take these and they called htings like Sellsword, etc etc. This, IMO, is the best way to do it. Not all classes have to be equal, as we see with Sidekicks vs typical PC classes. Auxiliary or "Profession" classes could just be one level and everyone has at least one.

The ideas @Minigiant brings up are helpful but honestly I think Class Groups is a more Anime-direciton and Auxiliary classes is a more typical Fantasy way to go about achieving this same effect. Valda's Spire has about 20+ Auxiliary Classes and they are easy to make, and this lets you use them as both PC things and NPC things.

I'm just saying that every Farmer or Smith or Goblin having a 50% chance of rolling up a full caster will warp the setting fast.

So you might want to create Class Groups to make a section or two of low requirement but still combat capable classes
 

I'm just saying that every Farmer or Smith or Goblin having a 50% chance of rolling up a full caster will warp the setting fast.

So you might want to create Class Groups to make a section or two of low requirement but still combat capable classes
Indeed, but if you have Auxiliary classes, you don't need a lot of caster Auxiliaries.
 

I also imagine stringent testing and sorting. The society would be quite Lawful, extremely so. Nearly all teens would be prepping for those tests to try to have the best life possible, particularly for the classes that maintain the power structure.
 

In Valda's Spire, a book by Mage Hand Press, they introduce Auxillary Classes -- one level classes that have a HD and 1-3 simple features and some profs. You can take these and they called htings like Sellsword, etc etc. This, IMO, is the best way to do it. Not all classes have to be equal, as we see with Sidekicks vs typical PC classes. Auxiliary or "Profession" classes could just be one level and everyone has at least one.

The ideas @Minigiant brings up are helpful but honestly I think Class Groups is a more Anime-direciton and Auxiliary classes is a more typical Fantasy way to go about achieving this same effect. Valda's Spire has about 20+ Auxiliary Classes and they are easy to make, and this lets you use them as both PC things and NPC things.
Can you point me to which product has this? It's not in the description for Spire of Secrets. Heck, I'd love a small purchase of just the Auxilleries
 

In my eyes, a "class" is combat, whether fighting with spells or weapons.

For characters that are strictly civilians without combat experience, using backgrounds and-or statblocks is the best way to go, in order to assign skills, proficiency, and expertise, as well as any special features.

Of course, players characters that have class can advance in levels without any combat − but then most of the class features are going unused.

A setting where every character has levels in a class, is a setting where everyone has combat experience.
 


But do they know they’re [Commoner]s? A lot of the pushback I get when discussing my normal approach of “NPCs are unique” is that there’s a desire for class to exist as a diegetic element; that is, people know and recognize the class within the fiction.

Is that true for [Commoner]s as well?

I wouldn't use [Commoner] because... what is that? A Commoner isn't a job, it is a social status. It would be like if asking if someone would like the Class of [Middle-Class].

But, shift it to jobs.

Would people know, recognize, and even desire to be a [Seamstress] or a [Farmer] if that made them better able to support their families? Well... people have a desire or a need to have those jobs already, so why not? And there are stories that approach this with the idea of undesirable classes. The Wandering Inn for example has a woman who is a "Runner" professionally, but her initial class was Farmer because of her family. This makes her slower than other Runners (because she isn't as high level) but her Farmer class came with the ability to carry heavy loads. So she runs bags full of ore, and other things that the more high-level runners can't carry, because she is stronger than them. Does she want her Farmer Class? Nope, she's embarrassed and ashamed of it, because it is a sign of her poor family and lower-class background.
 

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