Curious. I have never played Elder Scrolls Online or even really read anything about it, but that's more or less the list I came up with:Six classes?
IMHO, the key to mega-classes is to take a page out of how video games often approach class design: i.e., playstyle and theme are important. I recall that Elder Scrolls Online has a six class setup,** which actually represents a fairly good spread and distillation of the sorts of archetypes that I often find players drawn towards.
- Martial Heavy: heavily-armored strength-based fighters, knights, warlords, barbarians, etc.
- Martial Light: dex-based fighters, rogues, scouts, spell-less rangers, etc.
- Arcane/High Magic: arcane mages, wizards, sorcerers, etc.
- Holy/Divine/Psionic: paladins, priests, clerics, psions, mystics, etc.
- Primal/Nature/Fey/Green: druids, spell rangers, wardens, animists, etc.
- Shadowfell/Necromancy/Dark: necromancers, warlocks, edge lordy magic, etc. [...]
Warrior = martial heavy
Rogue = martial light
Wizard = arcane/high magic
Thaumaturge = holy/divine
Enchanter ~= nature/fey/green
Diabolist = shadow/necromancy/dark
Interesting choice to put Druids and Warlocks together and to flag the forces they worship/serve as "not divine." A lot of the solutions to this challenge have novel impacts on D&D's implied setting, and this is one of the cooler ones. I like it a lot better than the FR convention that Druids serve nature gods but... somehow differently than Clerics. I wonder where this idea might lead. Makes me think of the Elric series' Beastlords, though that's not really what it implies.[...]
Witches make alliances and pacts with supernatural powers that are not divine. In both combat and exploration, they summon allies to their aid or transform themselves.
- The druid subclass calls upon the forces of nature and can call animal allies or become a beast.
- The warlock subclass strikes bargains with extraplanar powers. They can summon fiends, elementals, undead, and other such magical allies, and can take on aspects of those creatures themselves.
Too true, just as restrictions enhance rather than detract from creativity.Yeah, I was surprised myself. But, of course, you wind up in very different places when you pick a destination ahead of time, versus pick a starting point and a rule for wandering from there. Evolution produces stranger results than intelligent design.
That's the purpose of this challenge tbh. Adding or subtracting one or two classes is an obvious change, dropping down to the core 4 or fighter/wizard/rogue is an obvious change, going classless is an obvious change, but a good list of six classes isn't at all obvious--a lot has to be finessed or contrived to keep all the concepts in the current list but put them in six classes.
Serious question: what's the most recent poll on the most popular character classes? At least you could see what everyone likes to play. I've seen, for example, that 'evil' options like half-orcs and tieflings and warlocks ('evil' in quotes as the character of course may not be evil at all, but will be perceived to be) have become more popular. You can Google around and find a bunch, but I'm wondering if anyone has a sense of what the most recent one is.
The wisdom of crowds solution eh... and it actually gives us a pretty cool list.IIRC, it's not too surprising and hasn't changed as much as the top races, where Dragonborn have been making a slow but steady rise over the course of 5e. I don't think D&D Beyond has released data since 2020, so we kinda have only that data to go on.
And from this, it would seem the top six classes are Fighter, Rogue, Warlock, Wizard, Cleric, and Barbarian. Which, curiously, means that the top six classes actually DO give us a six-attribute spread: Fighter (Str), Barbarian (Con), Rogue (Dex), Wizard (Int), Cleric (Wis), and Warlock (Cha).
How would the remaining classes go into those? Maybe:
Fighter (+Monk, +Paladin, +Ranger)
Rogue (+Bard, +Monk?)
Warlock (+Sorcerer, +Bard?)