Core Classes: More or Less? General or Specific? Static or Customizable?

AFGNCAAP

First Post
Hello,

With the release of new, optional core classes in Complete Warrior, and the supposed PrC versions of the bard, ranger, & paladin classes in the upcoming Unearthed Arcana, I was wondering what ENWorld at large thought about the issue of core classes in D&D.

To a certain degree, character races seem relatively easy to add & remove in a D&D game (in comparison to core classes). If anything, the core races seem to be an added-on modifier package that modifies the classes, rather than the other way around (it's a different set of circumstances for playign lower-than-average-level monsters, but even these are referred to as "monster classes"). The number of starting skills & gained skills are based on class, hit dice are determined by class, and saves, abilities, and attack modifiers (& defense modifiers in d20 Modern) are determined by class, not race (again, some of the races with level adjustments are an exception, but those are treated more as levels in a "monster class" than anything else).

With this in mind, what do you think about the core classes? Should there be more of them, or less of them? Should they be generic, in order to fit many concepts, or specific, matching exactly with a certain concept/idea? Should they be static, gaining specific abilties at specific levels, or should they be customizable, allowing players to select which abilities/options they gain?

Well, here's my opinion on the matter:

For example, let's take the samurai class(es). The CW version is pretty much fixed on the idea of a intimidating warrior dual-wielding his daisho. However, the OA version allows for different clan-based feat trees to reflect different fighting styles, as well as introducing the concept of an ancestral/"linked" weapon that improves as the samurai does. Which is better?

Well, if you're going for the intimidating sword wielder, go with the CW version. If you're going with the honor & tradition, pseudo-mystical romanticized idea of a samurai (though not necessarily locked into 1 particular fighting style), go with the OA version.

However, I think that there really isn't the need for a samurai class, if the fighter class were a bit more flexible. I think that the fighter class should allow proficiency with all simple & martial weapons, & with light armor only. However, the fighter should gain 4 bonus feat slots, on top of the bonus feats already given to the class. Why? Because the medium & heavy armor proficiencies, as well as the shield & tower shield proficiencies, are essentially free feats in the 3.X system.

What about the ancestral daisho? Well, that can be accounted for in the rules. Samurai weren't the only ones with the concept of handed-down/inherited weapons with powers & a life of their own--the same concept could apply to a knight's sword, shield, or suit of armor passed down through his/her family. It can be a special rule set (as introduced in Dragon), or a feature of a prestige class (per CW's Kensai).

Expand the fighter's skill selection slightly, and you have the potential to cover a basic woodsman, swashbuckler (land or sea variety), samurai, knight, tribal warrior/barbarian (non-berserking type), cavalier, & any other sort of combatant (short of a mystical, devoted martial artist, ala the monk). A few levels of cleric could cover a sort of "holy knight," while a few levels of rogue could cover a "stealthy scout."

Along the same lines, a core "priest" class more in lines along the OA shaman (for starting class abilities) could work better as a generic priest rather than the "priest-militant" version seen in the core D&D cleric. Just allowing for a slightly broader skill & feat selection, as well as selecting certain special abilties at certain levels, and even particular domain choices, could allow the "priest" to cover clerics, shamans, healers, scholarly/religious "monks", and druids.

Along the same lines, rogues could be modified so that a player can build a scout, a thief, a bard (non-spellcasting, but just as inspiring), an assassin, or even a noble/courtier. A modified mage could cover the book-using wizard, free-casting sorcerer, or even some variation thereof.

But then again, having somewhat more "static" core classes makes it a bit easier to pick up & play, to a degree. No worries about whether or not a fighter can wear plate mail because the player forgot to select the heavy armor proficiency, or if a cleric can turn undead because the player selected more druid-like abilities.

Then again, I do feel that there can be too many core classes--Palladium is a fine example of this strategy. It can prove to be quite irritating to have to hunt through sourcebooks to look up a core class's abilities (and to have to make sure that said sourcebook is brought along with the core books, for reference when needed). And these core classes can be overspecialized to a certain style of play or setting (something more applicable for a prestige class than a core class, IMHO).

Personally, I like the idea of having 1 core class per stat (ala d20 Modern), with "hybrid" classes such as the bard, hexblade, & paladin being prestige classes. I also think that the core classes should be a bit more generic & malleable to cover different concepts (and possibly, acquire certain PrCs faster). Not too malleable, as they were in 2nd ed. AD&D's Skills & Powers, but just enough to allow for some degree of variety.

Here's an idea:
Strength: Fighter. Proficient with all simple & martial weapons; proficient with light armor & shields. Starts off with 1 bonus feat, plus 3 bonus feats that used to be used up by Tower Shield Prof. & Medium & Heavy Armor Profs. Slightly expand skill selection to allow for either a rural or urban-style character.

Dexterity: Rogue. As is, but expand skill list to allow for either a more urban or rural variant. Expand class abilities to allow for player to select either a more "thief"-like rogue, a "stealthy scout"-like rogue, a "bard"-like rogue, or even a "spy/courtier"-like rogue.

Constitution: Barbarian/Ruffian/Tough. Like the current barbarian, this class would have the best Hit Die, and eventually gain Damage Resistance as a class ability (and maybe even a natural armor class bonus). However, this class could cover the wild savage as well as a burly thug, bodyguard, survivalist/scout/ranger, shock trooper, rugged frontline soldier, or any sort of hardy character. Could have the increased movement rate due to being able to push the body to extremes rather than some natural quickness. A Berserker PrC could be available to cover the "raging barbarian" of 3.X D&D.

Intelligence: Mage. A generic arcane spellcaster, whose method of spell preparation/use can be more flavor text. Could be a hybrid of the wizard & sorcerer class: may be able to know/prep a limited & of spells innately, but needs a spellbook for any spells known over the innate limit. The sorcerer (i.e., no spellbook, more spells/day than a wizard) could be a sort of prestige class able to cast more spells per day than a mage, but loses the ability to learn/keep/record extra known spells in a spellbook--he/she can only access/know/prepare the innately known spells.

Wisdom: Priest. Somewhat like the OA shaman--simple weapon proficiency, light armor proficiency, & shield proficiency. Selects 2-3 domains and certain class abilities based on deity (i.e., Deity W has "militant priests/clerics," Deity X has "nature priests/druids," Deity Y has "spirit-tribal priests/shamans," and Deity Z has "healer-sage priests"). The druid could be a PrC for a nature-themed priest, while a paladin could be a warlike PrC for a militant-themed priest, and a shaman could be a PrC for a tribal-themed priest.

Charisma: Either Psion or Bard (non-spellcasting). Psions would work sorta like the sorcerer class (but using psionic powers instead of "spells"), and would have their abilities focus off of Charisma only, instead of havinfg a different attributre per different school/discipline. Or, OTOH, Bards could be ultimate people person, able to represent an inspiring performer, a people-savvy merchant/trader, a subtle courtier, a noble, or anyone good at interaction.

Well, that's my thoughts & humble opinions on the matter--what do you think?
 

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I'd generally prefer fewer, more customizable core classes that have strong base archetypes. With the right character modules (read: class abilities in feat-like packages) you could probably get by with four: fighter, wizard, cleric, rogue.

A slightly expansion might be to have primary core classes based on the four archetypes, with a secondary core class built from the combining of two archetypes, ie:

fighting guy (Ftr)
sneaky guy (Rog)
healing/utility guy (Clr)
whiz-bang guy (Wiz)
fighting-sneaky guy (Rgr)
fighting-utility guy (Pal)
fighting-whizbang guy (No current core class)
sneaky-utility guy (Brd)
sneaky-whizbang guy (No current core class)
utility-whizbang guy (No current core class)

The ability to create characters with a wilderness focus (barbarians, druids), or a combat style focus (monks, archers), or variant approaches (sorcerers) would be part of customizable class options (feats, skills, ability modules).

I guess this is sort of like the philosophy behind AU, though since I don't have AU, I'm not sure how close it is.

Edit: While the ability-based option is nice, I prefer role archetypes that allow customization by choice of ability focus rather than the other way around, since it feels closer to D&D's roots (though admittedly, the difference between a Dex- character with an emphasis on fighting, and a fighting guy who relies on mobility (Dex) is effectively zero).
 
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I like a nice, well-rounded group of core classes myself. A handful of classes which are broad enough to cover major archetypes, but still have enough holes in between that variant classes could be brought in where needed.

To explain what I mean, I currently run with a core spread of 15 classes: berserker, fighter, paladin, ranger, noble, monk, priest, witch, rogue, bard, ninja, technologist, psionicist, sorcerer, wizard. These are the default classes that I allow, but if someone really wants to play something out of another book that I use as a source for my setting, I'll allow that too -- and that basically opens up the psychic warrior, the Oriental Adventures and Swashbuckling Adventures classes, and a handful of extra classes from Sorcery & Steam. As for the Complete warrior, I'm still deciding what to allow -- at the moment, I prefer the OA samurai and the SA swashbuckler, and I have no need for hexblades. The Miniatures Handbook likely won't see much of my campaign either, even though I'm very heavy on combat & tactics -- I just prefer not to use it.
 
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I would absolutely hate for D&D to have classes like d20 Modern.

The point of classes is partly to reinforce archetypes, and partly so that the DM can go "a fifth level wizard" and have a good idea of what that character's abilities are.

I have no problem with adding new classes to the game; the only question is one of balance. It is much easier to balance Prestige Classes than Base Classes, due to the limited range of levels that PrC operate on. (People still get it wrong, however, and spell-casting PrC can be quite tricky).

A Class needs to exist where:
* It represents a calling/profession/etc. that is something the character would be from the very start
* It contains abilities that require more dedication or broadness than would be possible from a Feat.

A few good examples of such class abilities:
* Weapon Specialization. (Yes, I know it's a feat, but it's one linked to Fighter Level...)
* Bardic Music
* Bardic Knowledge
* Spellcasting
* Finding Traps
* Uncanny Dodge

When an ability is made part of a class description, then there is a hidden cost to gaining it: that of multi-classing. A prestige class that has nothing but bonus feats is boring. There really needs to be some hook to it.

The primary thing that people need to accept is that new classes are optional. They don't have to fit into every campaign. They can be extremely specialised! They can be extremely general!

The PHB must give classes of general utility, but I see no reason why supplemental tomes cannot give stranger classes.

The 1E Unearthed Arcana's classes (Barbarian, Cavalier) were of that nature. If they had been against a background of many more new classes, they would have been far more acceptable. (Although balance issues also came into it with them).

With regard to the Miniatures Handbook classes, I think they are absolutely excellent additions to my campaign. The Complete Warrior classes are useless to my campaign. However, that doesn't mean that they are worthless!

No. D&D's great strength is the variety it can afford. More classes are good, just as long as they are not expected for all campaigns.

Cheers!
 

I'm also very much in favor of fewer, but more customizable classes. As a matter of fact, I've already done so! ;) Each class has it's own list of Class Abilities which are, in essence, class-specific feats that you pick up as you advance. This idea inspired by Modern d20's classes a little and expanded upon from there. I'm currently using 4 broad classes - the Warrior, the Rogue, the Talist (basically a wizard) and the Arthaen (basically a... uh, I really have no idea what to call it. A druidesque-elementalist?)

Anyway, the "Warrior" IMC for example essentially incorporates the fighter, the ranger, the barbarian and a wee bit o' the monk as well. Do you want to play the armor plated tank or the rapier-weilding swashbuckler? Something inbetween? And this is the primary reason I created them - for characters who just want a hint of other related classes without having to pick up all their associated baggage. :p I use templates for certain quick archetypes - a typical Hunter, a Viking sailor, a Mounted Warrior, a Battlefield Commander, a Weapon Master, etc.

It definitely cuts down on the Prestige Classes but I do agree that with greater flexibility, newbies are going to have a harder time just whipping up a character and running with it.

I know that classes are supposed to reinforce certain archetypes, but it doesn't mean that they enforce my campaign's archetypes or someone elses. It only enforces it's own and I don't want to have hordes of classes to define the... fairly broad variety of "archetypes" in my game.
 

I think that's a bit too broad, and too narrow at the same time.

I wouldn't mind the paladin and ranger and hexblade and 'intimidating warrior' and 'magic sword wielder' to be all PrC's.

But wanting a Fighter to cover all possible warrior archetypes is asking too much...unless I can become a fighter (urban)/fighter (quick) or something....
 

More often, I just follow the advice given in the PH for altering base classes. Want a sneaky fighter? Give him 4 SP/L, an expanded skill list, and no heavy armour prof. Et Ouila: slightly sneaky fighter.
 

Our Warrior doesn't actually cover every possible warrior archetype. For example: Paladins, any clearly supernatural or spell-like abilities and spellcasting of any kind are not included - there are PrCs (or multiclassing) to address these very specialized kinds of classes. But the hunter, the city watchman, the weapon specialist, the pirate, the gladiator, the horseman, the swashbuckler, the knight... or someone inbetween, they can all be handled well enough by one class.

Cheers,

A'koss.
 

MerricB said:
I would absolutely hate for D&D to have classes like d20 Modern.
I love 'em. If I were to start all over again, that's exactly what I'd do -- port over D20M. Even for a 'straight' fantasy game.
 

If you accept that level 1 class abilities are 'feats' then every class works out at about 10 Feats at level 1. This allows you to create a single customisable class

Base Skills (4+int), HD 4

eg Cleric
1 HD + 2 (3-6)
2 Hd +2 (5-8)
3 Simple Weapons
4 Armour: Light
5 Armour: Medium
6 Armour: Heavy
7 Shields
8 Turn/Rebuke Undead 1
9 Spells (Orisons)
10 Domain

I might decide to make a Druid as
1 HD + 2 (3-6)
2 Hd +2 (5-8)
3 Simple Weapons
4 Armour: Light
5 Armour: Medium
6 Wild Empathy (swap out Heavy Armour)
7 Animal Companion (Swap out Shields)
8 Nature Sense (Swap out Turn/Rebuke)
9 Spells (Orisons)
10 Domain (Plant)

or a 'Priest'
1 HD + 2 (3-6)
2 Simple Weapons
3 Bardic Music:Fascinate (Perform:Oratory )
4 Bardic Music: Countersong
5 Bardic Music: Inspire Couage +1
6 Aura of Good
7 Scribe Scroll
8 Endurance
9 Spells (Orisons)
10 Domain (Healing)
 

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