D&D General Character Classes should Mean Something in the Setting

After reading the LevelUp Cleric I wanted to share something that I've felt is a real problem with several character classes in D&D: They have Fantasy Associations, but no World-Anchoring.

[...]

Some classes, like Fighter or Rogue, should be pretty flexible, rather than tied into the setting, it's true. Though of course they should have -options- for ties to the setting, like Knightly Orders, Revolutionary Groups, or Thieves Guilds.

But what are some character classes that you feel need some kind of narrative anchor to not feel "Extra"?
I see the issue differently but would agree with you that it is a problem.

The degree of fantasy associations and world-anchoring vary greatly by class. Some classes are painfully tied to an aspect of the world, like paladins having an oath that's treated as a class feature. Others are not. As you say, for example, fighters are straightforwardly generic. There is NOTHING in their base kit that grounds it in a wider context; it has a preferred manner of fighting (fighting style), has grit (second wind), is decisive (action surge), is resilient (indomitable), and fights well (extra attacks up to 4)... that's it.

Every other class is given loads of flavor, though the conventional view holds otherwise.

Fighters and Wizards are the quintessential examples of classes that do not need to have that tie in.
Rogues are close behind.
Clerics are a bit different, simply because of the whole deity thing, which tends to be camapaign-specific.
(That's the "core four").
(only picking on @Snarf Zagyg because he stated the conventional view so succinctly)

Looking at the rest of the core four:
  • Wizards have to study books to learn magic--why should magic involve books, that's not necessary, is it? Most historical people who believed in magic didn't assume that to be true.
  • Rogues have diverse technical training, but all of them can pick locks, disarm traps, and very seriously injure combatants who aren't paying attention--those things kind-of go together, but how do you build a D&D character who is great at skills but not sneak attacking (or magic)? Such people presumably exist and can have adventures.
  • Clerics--yeesh--why does a man of god wear medium armor and deter zombies? That's hopelessly specific.
----

So, having buried the lead, my view is that classes should be partitioned--not unlike the way the PHB partitions common and uncommon player races.

Generic classes and subclasses would compose one group (fighter, specialist, magic user), which would make as few assumptions about setting as possible and could, presumably, be slotted into almost anything.

Flavorful and thematic classes and subclasses would compose a second group (or multiple groups), anchored to a broader setting which they support and which supports them--or, at least, tied to a broad genre of fantasy which they fit--i.e. keep that high magic kitchen sink shenanigans out of Ravenloft and Darksun, please, thank you.

But, of course, that ship has sailed.

[...] But D&D is a big tent game, not that typoe of game. It supports lots of different settings including homebrew. Trying to require the mechanical to tie into the setting is at best futile, and at worst actively limiting in how homebrew and other settings can be created because of mechanical connections that act as world limitations built into the classes. [...]
Forcing a homebrew setting to accommodate monks, paladins, warlocks, and druids by printing them as universal classes in the PHB is also limiting. Not that your point is incorrect... but just sayin' :p

I'm happy with classes being metagame building blocks, collections of mechanics and abilities that I can choose to use to fill some fictional role. I do not need the class to give me that role.

I'd prefer that ties to the world rest in the character background, and occasionally in subclass. I don't think a subclass needs to have such, but it can be okay for them to have it. But the top level class can go ahead and be setting-entanglement free, as far as I am concerned.
As 5e is constructed, I like thinking of classes as metagame building blocks too.

But the reason for that is that WotC manifestly does not treat them as fiction agnostic. Paladins have oaths, warlocks have patrons, and druids aren't allowed to wear metal armor. You can ignore these class features if you like (I often do), or handwave them ("my druid's breastplate is made from bones, honest"), but they aren't meant to be.

Some classes, by design have lore that matters while others don't.
 
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So, having buried the lead, my view is that classes should be partitioned--not unlike the way the PHB partitions common and uncommon player races.

Generic classes and subclasses would compose one group (fighter, specialist, magic user), which would make as few assumptions about setting as possible and could, presumably, be slotted into almost anything.

Flavorful and thematic classes and subclasses would compose a second group (or multiple groups), anchored to a broader setting which they support and which supports them--or, at least, tied to a broad genre of fantasy which they fit--i.e. keep that high magic kitchen sink shenanigans out of Ravenloft and Darksun, please, thank you.

But, of course, that ship has sailed.

I would be okay with a new Essential line of D&D where all the classes are boiled down to thematic and world-tied archetype to a new setting and have their class feature focused more on this world

No generic fighter and rogue. You get Noble Knight, Mineguard, and Swordmaster or Guild Thief, Street Rat, and Shadow Assassin. Heavily themed classes to a generic world.

D&D classes have always been a bit too generic to really tie into the world and tangle itself up good. But if you build them from scratch like how some kits, prestige classes and paragon paths functioned, it could work.
 

It sounds like Steampunkette is upset because FR fiction has not caught up with mall food court of classes in official product. But if they want to drop certain classes in their world because the lore/fiction does not jive with their heart, go right ahead.
Or does Steam want something like. Jasper's international school fighters teach generic fighters. Oofta's school teaches international wizards who don't play Quittiche. And the average man on the street can tell what a person's class is just by looking at their outfit and strange walk.
You're really bad at picking up what people think from their posts, Jasper. Might I suggest accepting what people are saying rather than trying to make a bunch of insulting inferences about their thoughts and ideas?

Rangers already have a place in FR. Quite a bit of lore actually, even beyond Drizzit. And if Drizzit isn't famous enough for you, I'm not sure what you want.

Artificers are new to FR. That's the lore for them, so of course they don't have a long historical precedent.
Oh my goodness, Jmartkdr...

I don't know if I have a better way of getting my point across to you, but I don't see how I'm going to do it if you keep trying to sidetrack the overall argument with pigeonholes and tangents.

This isn't about any one setting. It's about all of them that leave class concepts flapping in the wind rather than making them a part of the world, and the design processes that go into that ideology.

You know one of my -absolute- favorite settings for -exactly- this reason? Dark Sun. Every class had a role, a purpose, a narrative driving force. Yeah, you could ignore it for your character, maybe make a Warrior Bard rather than an Assassin, for example. But it fit into the world from the Sorcerer-Kings and their Paladin-Lackeys through to Druids and Psionicists.

Character classes were members of dysfunctional societies, or nomads, or wasteland raiders. Their powers came from terrible sources or benign ones. And their use of those powers occasionally had serious and lasting repercussions.

I see the issue differently but would agree with you that it is a problem.

The degree of fantasy associations and world-anchoring vary greatly by class. Some classes are painfully tied to an aspect of the world, like paladins having an oath that's treated as a class feature. Others are not. As you say, for example, fighters are straightforwardly generic. There is NOTHING in their base kit that grounds it in a wider context; it has a preferred manner of fighting (fighting style), has grit (second wind), is decisive (action surge), is resilient (indomitable), and fights well (extra attacks up to 4)... that's it.

Every other class is given loads of flavor, though the conventional view holds otherwise.


(only picking on @Snarf Zagyg because he stated the conventional view so succinctly)

Looking at the rest of the core four:
  • Wizards have to study books to learn magic--why should magic involve books, that's not necessary, is it? Most historical people who believed in magic didn't assume that to be true.
  • Rogues have diverse technical training, but all of them can pick locks, disarm traps, and very seriously injure combatants who aren't paying attention--those things kind-of go together, but how do you build a D&D character who is great at skills but not sneak attacking (or magic)? Such people presumably exist and can have adventures.
  • Clerics--yeesh--why does a man of god wear medium armor and deter zombies? That's hopelessly specific.
----

So, having buried the lead, my view is that classes should be partitioned--not unlike the way the PHB partitions common and uncommon player races.

Generic classes and subclasses would compose one group (fighter, specialist, magic user), which would make as few assumptions about setting as possible and could, presumably, be slotted into almost anything.

Flavorful and thematic classes and subclasses would compose a second group (or multiple groups), anchored to a broader setting which they support and which supports them--or, at least, tied to a broad genre of fantasy which they fit--i.e. keep that high magic kitchen sink shenanigans out of Ravenloft and Darksun, please, thank you.

But, of course, that ship has sailed.


Forcing a homebrew setting to accommodate monks, paladins, warlocks, and druids by printing them as universal classes in the PHB is also limiting. Not that your point is incorrect... but just sayin' :p


As 5e is constructed, I like thinking of classes as metagame building blocks too.

But the reason for that is that WotC manifestly does not treat them as fiction agnostic. Paladins have oaths, warlocks have patrons, and druids aren't allowed to wear metal armor. You can ignore these class features if you like (I often do), or handwave them ("my druid's breastplate is made from bones, honest"), but they aren't meant to be.

Some classes, by design have lore that matters while others don't.
I pretty much entirely agree with you, Squibbles, except for this:

Generic Fighters always have setting ties. Whether it's knightly orders or armies of fighting men or something else. There's always plenty of different narrative-specific places to put a fighter. The whole class isn't any one of them, sure. I'm not saying it should be. But even the most generic fighter can be a part of the world. Even if you don't choose to be a member of a particular subclass "Hired Sellsword" is still a common enough identity to tie yourself to the world through the people buying your skills.

Same goes for Rogues. Thieves Guilds provide natural connection to the world, and are generally a core part of whatever the "Biggest City" is in a given setting. Your rogue doesn't have to be a part of the guild or anything, but it's there. And it creates a sense of context for Rogues, thiefly or otherwise.

And Wizards? There's always some Tower or Guild or School or other... Or dozens of them. Or potential mentors and figures who have been around forever. Ancient spellbooks and works of great magic to study and seek out...

Clerics and Heralds, by their very nature, have setting-specific narrative positions in various churches and faiths, orders or knighthoods. Not to mention direct quests from their divine sugar-parent.

Bards always have a long list of potential taverns to frequent, nobles to seek patronage from, and adventuring parties to team up with and sing about.

And there's plenty of places to put a Berserker whether in back alley fighting rings or vast open plains or deep jungles with tribes of like-minded people.

We kind of think of Fighters, Wizards, Rogues, and Clerics as not needing any hooks... But that's because the very process of fleshing out the most basic details of the world (Politics, Nations, Magic, Religion, Cities, Wildlands, Etc) grants them just -so- much to work with.

Sorcerers, Druids, Warlocks, Artificers, Rangers, and Monks often, but not always, get the short end of this stick. Rather than have specific setting-lore they're often relegated to whatever lore can be cobbled together from their class abilities and a high level overview of their class fantasy.

Yeah, artificers are tinkers... who do they tinker -for-? What kind of people do they associate with? Where do they wind up in a social hierarchy? The Circle of the Land is a subclass, but is there -actually- a druidic circle in the world tied to that identity or are druids and their works just kind of background assumptions with no serious development?

The general answer is shrug because the setting rarely says.

It's maddening, to me.
 

Some example where classes need not to be organized.

A young Sheppard is chosen by its god, He spoke to him directly, and the Sheppard go from commoner to a 11 level cleric. A prophet.

My favorite example for a berserker barbarian is Titus Pullo in the Rome tv show. He is a soldier, in a very strict and organized army, but he just don’t fit. Who teach or train him to be A barbarian, nobody.

For sake of simplicity Wotc don’t add a classes to basic Npc in the monster manual. It was a nightmare in 3.5 when you feel urged to level up each in every Npc like a pc. It can be nice for a long lasting Npc, but sometime it was taking longer to build it than its overall lifetime in game time.

But it is not a reason to don’t build wizard guild or council, Knight order, Druid circle, or noble house with skilled members in various domain. You can build an npc stating that he got +8 in all charisma and wisdom check. Making him a handy diplomat and negotiator. You don’t have to bother how he got those bonus either by classes, feats or classes features.
 

I would be okay with a new Essential line of D&D where all the classes are boiled down to thematic and world-tied archetype to a new setting and have their class feature focused more on this world

No generic fighter and rogue. You get Noble Knight, Mineguard, and Swordmaster or Guild Thief, Street Rat, and Shadow Assassin. Heavily themed classes to a generic world.

D&D classes have always been a bit too generic to really tie into the world and tangle itself up good. But if you build them from scratch like how some kits, prestige classes and paragon paths functioned, it could work.
So, if you started with fighter, specialist, magic user + setting thematic classes, I think the class-subclass mechanics could do a lot of work there.

They got the fighter and monk, for example, exactly backwards. The fighter is super generic and becomes more generic still by having all of its power in the base class (extra attack) and, thus, no room in the subclass for character defining features. The monk is on the other hand is thematically dense in its base class, but gets its level 11 power spike as a subclass feature--rendering many subclasses relatively weak (as the forum loves discussing) and layering a lot extra theme into an already deep one.

So give the generic fighter chassis a subclass at 11, and give those Knight, Mineguard, and Swordmaster subclasses seriously consequential features at that level.

For the narrower classes, the paladin is the exemplar. Its base class is complete by itself, and the subclasses only add character around the edges. The monk and the ranger would be way better that way.

I pretty much entirely agree with you, Squibbles, except for this:

Generic Fighters always have setting ties. Whether it's knightly orders or armies of fighting men or something else. There's always plenty of different narrative-specific places to put a fighter. The whole class isn't any one of them, sure. I'm not saying it should be. But even the most generic fighter can be a part of the world. Even if you don't choose to be a member of a particular subclass "Hired Sellsword" is still a common enough identity to tie yourself to the world through the people buying your skills.
Well first, thanks 😄

And second, I'm not claiming that the fighter cannot have setting ties--absolutely it can. I'm claiming that none are implied by its base class features. Maybe some sidebar text saying "in XYZ world, fighters are found in _______ knightly order, and _______ mercenary company, and ________ national defense force, and _______ secret paramilitary society, etc., etc." is all you're after?

I think there's room for that to be a different set of _______'s for every different XYZ world.

For way of the elements monks, on the other hand, I think the flavor is specific enough that the designers ought to commit to an explanation of what their deal is and build some reasonable support structure... I absolutely DO NOT WANT an effing firebender to be kicking Strahd's tookus without some guard rails to help me stagger through the cognitive dissonance.
 

So, if you started with fighter, specialist, magic user + setting thematic classes, I think the class-subclass mechanics could do a lot of work there.

They got the fighter and monk, for example, exactly backwards. The fighter is super generic and becomes more generic still by having all of its power in the base class (extra attack) and, thus, no room in the subclass for character defining features. The monk is on the other hand is thematically dense in its base class, but gets its level 11 power spike as a subclass feature--rendering many subclasses relatively weak (as the forum loves discussing) and layering a lot extra theme into an already deep one.

So give the generic fighter chassis a subclass at 11, and give those Knight, Mineguard, and Swordmaster subclasses seriously consequential features at that level.

For the narrower classes, the paladin is the exemplar. Its base class is complete by itself, and the subclasses only add character around the edges. The monk and the ranger would be way better that way.

Nah, I was thinking no generic class. No fighter at all.
The warrior classes are:

AvengerA warrior trained by the Church of Light
BerserkerAn elite warrior of the Northern goliath, human, or orcish tribes.
BounderA halfling guard of a halfling shire or trade caravan
HeraldA warrior blessed directly by a god to sent a mesage
KnightAny of the noble warriors of one of the feudal nations
MineguardA guard of one of the dwarven mines or cities
SoldierA man-at-arms of one of the noble or imperial armies
SwashbucklerA current or former sailor of one of the noble or imperial navies
SwordmasterA follower of elven Way of the Blade
WardenA member of the Green Conclaves

Each class given features with their setting ties in mind. The Swashbuckler would be built to fight unarmored whereas the Swordmaster's features only work with swords. Every Warden knows the locations of Conclave bases. Knights know the noble histories of their lands. No peasant warrior heroes or weapon prodigies without going into one of these 10 classes.
 

D&D is fairly unique in this problem. Most other RPGs are either built around a setting, or they're specifically generic. D&D started with a general setting concept (medieval fantasy), but now there are tons of settings, plus lots of homebrew, so the core concept has been completely lost. However, several of the original class mechanics and concepts are still tied to those original tropes, without the corresponding connection to the setting. This is why "priests" (clerics) are all trained in the use of medium armor; the original cleric was armored because of its historical basis. While some don't care about this, others find this disconnect problematic.

This is why I feel that when designing a setting, putting a discussion about how the classes generally relate to the world is important. For example, in my Greyhawk campaign clerics are not just priests, but specifically holy agents given power and knowledge by their deity. Thus if a character is a cleric who would never have had an opportunity to learn how to wear armor, this would have been magically instilled within them anyway. There are NPC priests in the setting who can cast spells like clerics, but since they're not clerics, they lack those class abilities. Very few NPCs actually have a class, instead having various abilities tailored to my needs.
 

There's no need to muddy up the way magic works in your game world. You don't need to mix book-magic and blood-magic and pact-magic and mind-magic and whatever-magic. You can just pick your favorite, and use it to shape the world.

One way to do it: ask your players to decide how they want Arcane magic to work in the world. Ask them if magic is it something you are born with (sorcerer), or is it something you must learn (wizard or bard)? or is it something you must steal from higher beings (warlock)? If the players decide that arcane magic is something you are born with, use Sorcerers only and remove Bards, Warlocks and Wizards from the game.
 
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I am quite ok with the idea of CLASS being something tangibile in the world narrative.

It does fit with my general preference of having FEW people (think like few % or even decimals) in the fantasy world with class levels and the vast majority being non-classed. I am not the kind of DM who describes e.g. a temple as having 10 Clerics but rather 1-2 Clerics + 8-9 non-classed priests.

One positive thing that can come out of this approach is that if you want to be fair to all classes, you have to treat them all this way and this means you are encouraged to find a way to emphasize the uniqueness of being a Fighter instead of a generic warrior, or a Rogue instead of a generic thief. "This won't be an easy battle for our army, they have a FIGHTER on the front line!" So if the whole idea helps against treating the Fighter as just a bunch of combat abilities which anyone else can also take, I am all for it.

Another hidden benefit is that, if enforced properly, it can discourage multiclassing. On one hand belonging to multiple classes might be seen as being even more special, on the other it might be seen as a "glass half empty" or even a fraud. I am a fan of the Rokugan setting where the main classes (Samurai, Shugenja, Monk, Courtier) are meant as a way of life and assume lifelong training at a school or monastery. There are exceptions (even too many for my tastes) but they follow some rules (like some Samurai joining a monastery to earn Monk levels later in life when deemed too old to "work" as Samurai).

Clearly, all this approach doesn't work for people who intend characters as mere sets of abilities to combine into "builds". That approach typically favors multiclassing, swapping abilities between classes or make them available to everyone through feats or similar, and even lean towards classless RPGs.
 


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