Emerikol
Legend
The real question and the only important one is "Are the rules of the game the physics of the world?"
If the answer is yes, then someone in that world can determine what class a character belongs to and if the answer is no then they cannot.
In my campaigns, the concept of class especially with the casters has been very strong. Class though is not a profession. I might have any number of different Rangering groups in different parts of the world that do not interact with each other. They are all rangers but they'd likely not describe themselves that way. They'd say "I'm a ranger of the Vilhon forest"
I do think though that the exact formulae of wizardry is a known thing in my world. People know wizards prepare spells and so forth. I've always played that way. The reason is that I want my players being their characters. If spell prep is metagame then that ruins it for me. I don't want the player outside of the character choosing spells. I want the player AS the character choosing the spells.
As for the fighter class, I'd probably be more lenient as fighting is the skill. So a pirate could be a fighter. He probably won't tell people he is a fighter. He's a pirate. Same for rogues. They are far broader concepts. They are because they do not have as many very specific mechanics like the casters do.
If the answer is yes, then someone in that world can determine what class a character belongs to and if the answer is no then they cannot.
In my campaigns, the concept of class especially with the casters has been very strong. Class though is not a profession. I might have any number of different Rangering groups in different parts of the world that do not interact with each other. They are all rangers but they'd likely not describe themselves that way. They'd say "I'm a ranger of the Vilhon forest"
I do think though that the exact formulae of wizardry is a known thing in my world. People know wizards prepare spells and so forth. I've always played that way. The reason is that I want my players being their characters. If spell prep is metagame then that ruins it for me. I don't want the player outside of the character choosing spells. I want the player AS the character choosing the spells.
As for the fighter class, I'd probably be more lenient as fighting is the skill. So a pirate could be a fighter. He probably won't tell people he is a fighter. He's a pirate. Same for rogues. They are far broader concepts. They are because they do not have as many very specific mechanics like the casters do.