How many classes do you prefer in a RPG?

How many classes?

  • 0

    Votes: 36 31.0%
  • 1

    Votes: 0 0.0%
  • 2

    Votes: 0 0.0%
  • 3

    Votes: 5 4.3%
  • 4

    Votes: 6 5.2%
  • 5

    Votes: 4 3.4%
  • 6

    Votes: 10 8.6%
  • 7

    Votes: 6 5.2%
  • 8

    Votes: 4 3.4%
  • 9

    Votes: 1 0.9%
  • 10

    Votes: 11 9.5%
  • 11

    Votes: 1 0.9%
  • 12

    Votes: 11 9.5%
  • 13

    Votes: 1 0.9%
  • 14

    Votes: 1 0.9%
  • 15-20

    Votes: 9 7.8%
  • 21-30

    Votes: 3 2.6%
  • 31-50

    Votes: 0 0.0%
  • 51-100

    Votes: 7 6.0%
  • 101+

    Votes: 0 0.0%

Aus_Snow said:
Here are some d20/OGL products with numbers of 'base classes', to give some people a few examples:

  • D&D 3e: ~31-50(?) (the number of base classes found throughout all the WotC 3e books)
  • Spycraft, 2nd edition: 12 (basic classes in the core book)
  • Arcana Evolved: 12 (base classes in that book)
  • D&D 3e: 11 (the number of classes in the PHB)
  • Iron Heroes: 9/10 (base classes in the core book; 10 with Arcanist included)
  • Conan, the Roleplaying Game (Atlantean edition): 8 (base classes in the core book)
  • D&D 4e: 8(?) (possibly the number of base classes in the PHB I)
  • d20 Modern or Grim Tales, etc.: 6 (the number of basic types of Hero, IOW base classes)
  • Star Wars, Saga Edition: 5 (classes in the core book, IIRC)
  • True20 or Blue Rose: 3 (the roles, or classes, found in the core rules, and assumed throughout other books)
  • Mutants & Masterminds: 0, or 1, whichever you think more suitable (point-based)

Fantasy Concepts, my Saga-inspired Fantasy Campaign Resource, has six classes: Aristocrat, Expert, Mystic, Outsider, Scholar, Warrior. The various talents for each allow you to approximate almost all of the standard character class concepts.

With Regards,
Flynn
 

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I prefer classless systems. Either a point based system where you build from scratch or one where you simply choose options and skills and the like until you have the character you want. Some systems use template or packages and I'm actually cool with that as it speeds things along.

Funny thing about 4E having 8 or so classes is that each of the previous editions had X number of classes until...they didn't. Every third party and their brother is going to come up with new classes within a month of the games release. WotC will look at all of them and add two 'optional' classes about two months after that. It seems very silly to me. Just give us the Lego pieces and we'll decide what to build.

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I like combinatorics....

I actualy think RMSS (Rolemaster) got the class divisions about right.

4 "pure" classes (Leader, Striker, Defender, Controller; Cleric, Rogue, Fighter, Wizard)
then their "half-classes" (eg. Leader-Defender; Cleric/Fighter = Paladin or Ranger)
which takes us to 24 right off the bat.

Basically, a lot of prestige-classes and the expanded base classes focus on getting the right mix for the half-classes by emphasizing and deemphasizing certain aspects of each. Compare the Arcane Trickster and the Beguiler, for instance. You can model these as just prestige classes, but mechanically/structurally they probably should be independent "base" classes.

You could further complicate the system by throwing a few more blends based solely on the core classes and a few spellcasting variables, such as power source (arcane, divine, mind) or strength (full, half, semi/quarter). Theoretically you could extend these to the half-classes as well, but then the combinations really start to explode, and the concept space starts getting a little finely divided. Alternatively you could use these variants instead of the mixed-classes one.

What it boils down to is that you could survive with *just* the base 4 classes, but you really need some (controlled) way to introduce/induce large modifications in them.

[Edit: correct word choices]
 
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Definitely 13 - that's my lucky number ;)

Now, seriously, it depends on the system.

If the question had been 'how many classes would you prefer in D&D 4E?' I'd have answered between 8 and 16. Since there are 4 (combat) roles, I'd like to see at least 2 classes for each role. Even with different non-combat roles I can't imagine more than 4 truly distinct classes for each role.
Now as the number of power sources goes up, there'll be surely more classes; but will they really be that different from existing ones?

I'd prefer more and different options for existing classes instead of a new base class for each variation on a theme.
 

GuardianLurker said:
I like combinatorics....

I actualy think RMSS (Rolemaster) got the class divisions about right.

4 "pure" classes (Leader, Striker, Defender, Controller; Cleric, Rogue, Fighter, Wizard)
then their "half-classes" (eg. Leader-Defender; Cleric/Fighter = Paladin or Ranger)
which takes us to 24 right off the bat.
Umm, I fail to understand how you get 24 classes by adding half-classes to the 'pure' classes. I only get 10 ???
 

Disclaimer: My vote only considers the medieval/fantasy genre.

I voted 15-20, but it could have even been more, I guess. I like the large number of base classes found in 3.5.



For the futuristic/sci-fi genre, my response would be 0. Skill system only for that genre.
 


5 and a bit. A variant system that I designed, and a system that I think handles archetypes pretty well, respectively have:
  • 5 PC classes, 3 NPC classes, and
  • 4 basic Professions, an additional option for each major subsystem (psionics, FX) you add to the campaign plus Non-Professional.

Different settings require different numbers of classes, but Fighter, Rogue, a different flavour of magic-user for each system of magic, Noble/Warlord and an NPC class system seem like the ideal mix at this stage in my understanding.
 
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Jhaelen said:
Umm, I fail to understand how you get 24 classes by adding half-classes to the 'pure' classes. I only get 10 ???

I was assuming order matters - that is, a Leader-Defender is different from a Defender-Leader, and just ran a permutation. But that's still a little off. If you just run with pure and half-classes, and ordering matters, you end up with 16. If you don't think it does, then you get 10, as you said.
 

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