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D&D (2024) Should a general Adventurer class be created to represent the Everyman?

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That explains nothing.

I'm sure there might be a market for a fundamentally useless character who gets one shining moment of glory per session and is babied the rest of the game, but I don't know how big said market is nor am I sure that it warrants a whole class. I mean, sidekick characters (Tasselhoff, C-3PO, Samwise) are beloved, but I don't think they work in the context of an RPG. Not the way they work in literature and other media.
 

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Yes, mechanically he took a feat and explained it as being son of a famous Jedi.
But any non-droid can take it-- the story/fluff doesn't really make someone an everyman or not IMO.

I don't consider Luke to be an everyman. C-3PO is the everyman. He's not all that heroic or brave, certainly not an action hero. He has useful skills (languages and protocol) but spends most of the Saga bumbling into and out of trouble. (Well, the movies he's actually in.) He has a few heroic moments, but he almost never sets out to be a hero.
I can see 3PO definitely more of an everydroid than Luke an everyman. I'm not sure how heroic Luke sets out to be initially, but once his "backstory" is set with the death of his aunt and uncle, he definitely is no longer the folk hero farmer-type for background and picks up some heroic levels (fringer or scout depending on edition).

I can agree with some of the thoughts upthread that any sort of Everyman Class should be limited to 5th level or so. For most of the game, that would keep you alive and viable to an adventure. Beyond that, you've stepped out into the spotlight of hero IMO.
 

That explains nothing.

I'm sure there might be a market for a fundamentally useless character who gets one shining moment of glory per session and is babied the rest of the game, but I don't know how big said market is nor am I sure that it warrants a whole class. I mean, sidekick characters (Tasselhoff, C-3PO, Samwise) are beloved, but I don't think they work in the context of an RPG. Not the way they work in literature and other media.
A Level 20 Everyman will mostly roll very high on most of their checks. They will eventually run out of luck and turn into a high HP ball of uselessness like a wizard without spells.

The party will leverage his or her luck by attempting to limit the need to spend too much luck and escort them to difficult challenges which can be powered through via high rolls or damage
 


Look at the write up for the Fighter in 2024.
That's propaganda intended to sell the class to prospective players (and hide the fact that it's rubbish compared to a wizard). It doesn't reflect what they actually do.

Fighters rule many battlefields
There is no mass battles in 5e, and if there were, it would be a wizard with a few fireballs who would rule them.
And they are well acquainted with death
Having been resurrected by the cleric many times.
Fighter always has the right tool at hand for any combat situation.
So long as the right tool is a sword.
 

So, essentially, Everyman isn't really everyman regular Joe Shmoe. He/she is favored of lady luck with high chances of having "epic destiny" mixed into it and their main ability is plot armor. Characters like that work in fiction. In the game, not so much.

For me, everyman is basic mortal in WoD or regular Survivor in All flesh must be eaten. Characters without any special powers, destinys, bloodlines, etc. They live or die by their wits and few skills they have and any luck player has when rolling dice.
 

So, essentially, Everyman isn't really everyman regular Joe Shmoe. He/she is favored of lady luck with high chances of having "epic destiny" mixed into it and their main ability is plot armor. Characters like that work in fiction. In the game, not so much.

For me, everyman is basic mortal in WoD or regular Survivor in All flesh must be eaten. Characters without any special powers, destinys, bloodlines, etc. They live or die by their wits and few skills they have and any luck player has when rolling dice.
I remember in a superhero rpg I used to play in the 80s (Golden Heroes) “Unconscious Probability Manipulation” was the main power of the most powerful PC superhero.
 

luck manipulation doesn't really fit into my concept of everyman, that's just another form of powers, i think if DnD actually valued these mechanics (but it doesn't) an everyman class would be well suited for menial but valuable tasks like doing research for bonuses or getting a discount on supplies, having an advantage on social checks with ordinary NPCs due to understanding and relatability with 'the common man', those sorts of things.

but centring the game around combat makes that a not viable focus for a class in DnD, so 'the everyman' also needs to have badass ass-kicking skills to help them murderize the endless hoard of beasts, bandits and monsters that are trying to kill them.
 

So, essentially, Everyman isn't really everyman regular Joe Shmoe. He/she is favored of lady luck with high chances of having "epic destiny" mixed into it and their main ability is plot armor. Characters like that work in fiction. In the game, not so much.

For me, everyman is basic mortal in WoD or regular Survivor in All flesh must be eaten. Characters without any special powers, destinys, bloodlines, etc. They live or die by their wits and few skills they have and any luck player has when rolling dice.
The Everyman PC is special just as every PC is special.
Anyone over level 4 is not just a regular guy.
You aren't playing a NPC.

The Everyman Class isn't special.

The Fighter class isn't a regular warrior anymore.

The Fighter class is equal to the training for the Elite Numbers and Letter Team in the Military.

The Everyman class is the regular warrior or regular thief who has a bit of extra luck or blessing to keep up with the Fighter and Rogue.

The lord pulls some guys together for a job.

  • Adam is a Fighter. He is an ex Smiznoc Elite Royal Guard.
  • Bobara is a Rogue. She is the 2nd Daughter of the Blue Crow Crime Syndicate
  • Cranberry is a Wizard. He is Blueberry the Great's apprentice. The one who didn't turn to evil.
  • Doug is a Everyman. He is a castle guard. No elite training. No special tutor. Not trained by a master of the world. The lord just knows Doug. Doug survived a siege with the lord. Doug is just some lucky guy who has a crossbow and a halberd and didn't get shot in the face by an opposing army at the top of a wall.
Maybe Doug is the descendant of Sir Daniel. Maybe he was born under a special star. Maybe Doug accidentally drank from a magic pool as a kid. Maybe Doug is the reincarnation of Tomobomodil. Maybe Doug is just lucky

But to everyone Doug is just some guy who signed up to guard the castle for some coin. Minimal training. Nothing special. Just a peasant who happened to kill some raiders and was rewarded with a permanent job and a suit of half plate.
 

I'd forgotten earlier, but there is an anime that almost justifies an "everyman" concept as a D&D character class, thinking about it. "Handyman Saitou in Another World" has a main character who was a talented, but pretty much regular handyman who is able to ply his knowledge of all things mechanical into a support role for a party of adventurers, which includes dealing with traps and locks (as he worked as a locksmith, among other odd jobs), which almost makes him a viable Rogue/Thief- Sneak Attack, not so much though.

While he has no special powers, it occurs to me "real-world education" would be valuable in a game that really valued skills, and especially, something current D&D has, but doesn't use very well- Tool proficiency.

Tool proficiency covers all sorts of things most adventurers only dabble in, from disabling traps, driving a wagon, playing musical instruments, or playing games of skill or chance. So maybe a hypothetical "Everyman" class could have more Tool proficiencies, and more/better ways to use those tools while adventuring? Tales of the Valiant has a martial "Mechanist" class (though they quickly evolve into dealing with magic items and temporary enchants, with the subclasses going straight into purely magical effects), which might be a good start.

Ultimately, though, I think the issue is that D&D has only occasionally been a skill-based game, with only 2e having a vast list of Non-Weapon Proficiencies one could employ to decent effect- until the pendulum swings back into making downtime activities (negotiating with NPC's, bartering with merchants, doing research, crafting, gear maintenance, scrounging, and so on) and serious exploration challenges, there's not much room for a purely skill-based character.

Though I have heard people who manage to run 5e in this style, despite the abysmal skill and equipment options, so maybe it's not all gloom and doom.
 

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