Zardnaar
Legend
What kinda classes would you need for such a setting?
You'd definitely need to cover the 'Core Roles' of Tank, Healer, Damage Dealer, sure. Might be good to take another page out of 4e and build up a set of 'roles' that you want people to play in general. I might suggest:
1) Tank
Melee damage with high defenses or resistance and the ability to be a commanding presence on the battlefield enemies can't ignore.
2) Skirmisher
In and out of combat, striking in melee before retreating. High damage, low survivability, high movement.
3) Blaster
Ranged AoE damage. This is your Alchemist flinging molotovs or something. Even lower survivability than the Skirmisher without the movement.
4) Support
Healing is a part of support, but so is cleansing problems, or creating opportunities. Might even be able to give people extra encounter power uses.
5) Sniper
Ranged damage dealer, sure. Single-target mostly. But also your debuffs. Whether that's a Hunter's Mark or a Warlock's curse or a Bard's insults.
You might notice I ditched the 4e "Controller" label in favor of 'Blaster'. There's two reasons for this. The first is that everyone should be able to reasonably drop some control on the battlefield. Restraining, knockdown, difficult terrain generation, etc. That isn't a "Role" so much as a choice you make between pushing throughput over manipulating enemies to save yourself or your allies. Blasters should absolutely have big AoE control powers, where Skirmishers and Tanks only get short-ranged or melee control effects, it just isn't the functional "Goal" of a specific role.
Secondly, the focus on AoE damage creates a strong dichotomy and role creation space for the Sniper as an option. 4e would've called it a "Ranged Striker" as compared to a "Melee Striker" but that's just ignoring the existence of a separate identifiable role in favor of trying to aim for 4 roles for 4th Edition. It would also create a really strong narrato-mechanical distinction for a theoretical Ranger where they get to be both the Skirmisher -and- the Sniper, helping to separate them out from the other classes in a really cool way.
With that established, we move onto the next most important item for classes: Power Source.
1) Arcane
Twiddle your fingies and say the magic words! Probably add some area denial to these classes.
2) Divine
Pray, and have someone actually respond with tangible support! Probably add some healing to these classes.
3) Martial
Hit it with the pointy end. Or the sharp bit. Or the blunt face. Just hit it. Add some self-buffing to these.
4) Psychic
Brains vs brawn rarely works out so well in reality as it sometimes does in fiction. Maybe add some control.
5) Occult
Wiggity-Wiggity-Woo-Woo. Arcane, but generally 'Evil' or 'Dark'. Slap some debuffs onto these.
6) Nature
Plants and Beasts and Fungus, oh my! Add a little healing and a little control to split the difference.
Now you're not gonna launch a new setting with one combat role for each of these power sources, obviously. That's 30 classes out of the gate before we even get to theming, which is the next most important step. But you should probably try to have at least one of each in the setting to make sure you've got somewhere for pretty much everyone to play. At least one Nature, at least one Arcane, etc. That said, Psychic is always the easiest to cut because people have the least amount of investment into it, lately.
But I did mention Theming... and this one is -so- important, you guys. It is the kind of thing that will define the game table in your settings. The types of characters people like to make.
1) Pretty/Aesthetic
Sounds like a cop-out but it really isn't. You're going to see the faerie princess pop up at your table a fair amount of times. It doesn't specifically have to be a faerie or a princess, but there's going to be people who want to play the 'pretty' class. This is why Warlocks have a Fey Patron option that gets glamours and stuff instead of Fey Patrons that give you decay and rot powers. Bard is probably the quintessential 'pretty' class. You know who else can be pretty? Monks. Robes and peace and gentleness that turns into a fist of iron in the middle of the teapartyceremony.
2) Heroic/Normal
Heroic coves a -lot- of what pretty does, but it also covers your knights in shining armor and some less armored types like barbarians and the grandstanding gladiators or warlords. It also applies to swashbucklers of every stripe, most of the ranger concepts that don't sit in the corner, brooding with a pipe. Your heroic players are going to want classes that stand out with big main character energy. Generally speaking, this won't be a spellcaster, but instead someone who hits things.
3) Dark/Strange
Vampire the Masquerade has Nosferatu as a clan because sometimes people want to play the monstrous even in a game about monsters. Heroic monsters, but monstrous nonetheless. This is why Warlocks exist for the most part. But you can also do dark Rangers, Barbarians, and Rogues pretty easily. Monstrous ones, too. Most settings and games tend to make the dark or strange into a species choice, almost exclusively, and maybe toss in some small asides for magic items or optional features that add some dark/strange.
Now if you were to do a PHD (Pretty/Heroic/Dark) for each of the 5 roles you'd wind up with 15 classes. Much more manageable, but still more than WotC's core class list of 12. 13 if you include Artificer, 14 if you include Blood Hunter, and bang on 15 if you include the Illrigger.
So let's look at a potential example list:
1) Tanks
a) Champion. Martial Heroic type.
b) Swordmage. Arcane Pretty type.
c) Blackguard. Occult Dark type.
2) Skirmishers
a) Keeper. Occult Heroic type.
b) Primalist. Nature Pretty type.
c) Inquisitor. Divine Dark type.
3) Blasters
a) Alchemist. Martial Heroic type.
b) Primalist. Nature Pretty type.
c) Esper. Psychic Dark type.
4) Support
a) Captain. Martial Heroic type.
b) Priest. Divine Pretty type.
c) Spiritualist. Occult Dark type.
5) Snipers
a) Warcaster. Arcane Heroic type
b) Minstrel. Arcane Pretty type.
c) Witch. Nature Dark type.
Yes, some of the above classes are classes I've put out for A5e and 5e compatible games. Don't read too much into that.
With this setup you wind up with 3 Arcane, 3 Martial, 3 Nature, 3 Occult, 2 Divine, and 1 Psychic. As a bonus, I unintentionally excluded any Arcane Full Casters which, hey, really limits the existence of some of the more problematic spells. Win/Win, there, for setting yourself up for an easier time building a more balanced system tied to your setting.
As a reminder, in this thought experiment we're -not- doing the core classes, since you're basically piloting a new functionality built around the 'full' adventuring day that D&D 5e is built off of.
Thoughts? Comments?
You don't need to formalize roles.
Eg a sorcerer can be built as blaster or controller. Its cant excel at both.
Depends how complicated you like it.
But no dailies abd 5-10 levels if youre really boiling it down.
Archers probably a sunset of striker. Generally they do a lot of damage in D&D. 5.5 may be the odd one out.