• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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%

Delta said:
I'm big on the "7+/-2" rule. That's a quick psychological rule-of-thumb for how many options people can retain in their short-term memory to select from. My own interpretation is that 9 is beyond the capacity of lots of people; 7 is manageable by most people but takes some work; 5 is doable by everyone and simple and fun.

http://en.wikipedia.org/wiki/The_Magical_Number_Seven,_Plus_or_Minus_Two

Heh. Cute.

Also makes me think of a management rule of thumb. The idea is that a manager can generally handle 7 subordinates within a hierarchy; the ideal number of layers of management equals the log-base-seven of the number of employees.


As to my answer, I do find 5-9 to be about accurate; it really depends on the setting, genre, and tasks implicit to the campaign setup. D&D usually needs the classic 4, though usually one GMs or another's style might press a 5th class. A game like traveller usually needs a pilot, navigator, gunner, security specialist, engineer, and medic, with a "faceman" (carousing/liaison levels somewhere in the mix).

Those saying zero/ "I love skill based systems": I find that regardless, a competently and effectively organized group will have a similar number of core roles (you'll note that I used Traveller above despite lacking classes in most implementations.)


I really think that in 3.5, the number of base classes is entirely out of hand.
 

log in or register to remove this ad

Zero.

Give me the freedom to create my own variations and open visions, rather than the restrictions (loose or confining) of character classes.

Classes were fine back in 1975; we have (hopefully!) moved on since then.
 

I was just fine with the 7 available in basic D&D, although I was happy when I got into AD&D and found more options. I like the array of classes in core 3rd edition, and feel like they could probably knock off a couple without bothering me. I'd say anywhere from 6-12 is a good mix of classes, since that covers the generic bases and also allows some room for more flavorful selections (like the monk or druid, in the case of D&D).
 

Classes are great for helping new players quickly define a character and play something useful. They are also a helpful tool for GMs when designing modules.

That said, I voted 0, because my ideal rpg would be classless/point-buy/freeform, but with several predefined templates in place for those who want/need more definition of roles.

Theoretically, the number of templates or "class packages" could be nigh infinite in this case. The optional inclusion of lesser templates (those that use half your "points") would provide both speedy char creation and lots of options.
 


I voted 0, because I like classless systems (like Savage Worlds) better.

But for class based systems, I prefer 4. The three classic (Fighter, Thief, Spellcaster), plus a "normal" class for non-adventurers (merchants, nobles, farmers, etc).
 

Wombat said:
Classes were fine back in 1975; we have (hopefully!) moved on since then.
I have, and found out that classes are the best. Go figure!

No idea who this "we" is you're talking about, or the idea that "moving on" will give different results... ;)
 

If the classes were put together similar to how the 3 "generic" classes in Unearthed Aracana were done (a fighter-type, a skill-type, and a caster), with class abilities turned into feats and given a little more frequently than feats, I would say three would be about right. So I think I will vote that.

If not ... then I actually prefer more base classes to prestige classes. I could see 8-12 base classes being able to fill interesting niches.
 

Wow. Lots of love for classless systems, eh? Not the place I'd be expecting to see that.

Followed way behind by 10, then 6 and 12, then 15-20. And so on. As it stands, anyway.
 

0

I prefer skill based characters. I'd rather define my character by what I pick and choose than by a bunch of bloat from a class.

Example of bloat: Familiars, paladin's horse.....

UA went a long way to fixing some of these issues.
 
Last edited:

Into the Woods

Remove ads

Top