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how many classes is too many?
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<blockquote data-quote="steeldragons" data-source="post: 6163597" data-attributes="member: 92511"><p>The bare minimum one could have is 2. Caster or Non-caster...since the rogue/skill monkeys would initially fall under "non-caster" types.</p><p></p><p>Designing my own game at the moment (and, picking away/tinkering off and on for the passed several decades) I'd say, for a D&D type game, you optimally want to start with the Big Four plus 1 "specialty/subclass" of each. So...Cleric, Fighter,Rogue, Magic-user (if you call it a Wizard or a Mage or a whatever, doesn't matter, the non-priestly/non-divine magic user)...and then a specialty cleric (Druid or maybe Paladin?), Ranger or Barbarian, Bard or Monk or something else Rogue-y, Sorcerer (though I personally hate the pointless mechanical distinction between 3e style "Wizard" and "Sorcerer") or Warlock or just something simple like an Illusionist/Magician or something.</p><p></p><p>So start with 8 (Big4 +1 each) or 12 Big4 +2 each). </p><p></p><p>From there, you can stop or you can continue to add in setting-specific or more specialized/narrowly defined permutations (i.e. "Swashbuckler" or "Bounty Hunter" rogues and "Gladiator" fighters and "Necromancer" or "Elementalist" or "Witch" magic-users) add-ons beneath each of your "Big 4" branches as much or as little as you like. But seems to me, if you can't find something you that matches what you want to play with 8-12 options (as a player), then you're just whiny...and who's got time for that?</p><p></p><p>OR...depending on how you choose to organize, you could start with a "Big 5" or a "Big 6" and even then, adding one to each "themed" (Warriors, Priests, Rogues, etc...) or 'power sourced" (Arcane, Divine, Natural, Martial, etc...) grouping, you still end up with 10 or 12. So...yeah, I'd say if you're getting up 12+ in the initial release of the game, you're getting ahead of yourself/bogging down the game/drowning the potential new player in "choices"...</p><p></p><p>And, that all said, I have some editing of my own game's "beginner" set to do! Think cutting back to 8 or 10 sounds really good. lol.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6163597, member: 92511"] The bare minimum one could have is 2. Caster or Non-caster...since the rogue/skill monkeys would initially fall under "non-caster" types. Designing my own game at the moment (and, picking away/tinkering off and on for the passed several decades) I'd say, for a D&D type game, you optimally want to start with the Big Four plus 1 "specialty/subclass" of each. So...Cleric, Fighter,Rogue, Magic-user (if you call it a Wizard or a Mage or a whatever, doesn't matter, the non-priestly/non-divine magic user)...and then a specialty cleric (Druid or maybe Paladin?), Ranger or Barbarian, Bard or Monk or something else Rogue-y, Sorcerer (though I personally hate the pointless mechanical distinction between 3e style "Wizard" and "Sorcerer") or Warlock or just something simple like an Illusionist/Magician or something. So start with 8 (Big4 +1 each) or 12 Big4 +2 each). From there, you can stop or you can continue to add in setting-specific or more specialized/narrowly defined permutations (i.e. "Swashbuckler" or "Bounty Hunter" rogues and "Gladiator" fighters and "Necromancer" or "Elementalist" or "Witch" magic-users) add-ons beneath each of your "Big 4" branches as much or as little as you like. But seems to me, if you can't find something you that matches what you want to play with 8-12 options (as a player), then you're just whiny...and who's got time for that? OR...depending on how you choose to organize, you could start with a "Big 5" or a "Big 6" and even then, adding one to each "themed" (Warriors, Priests, Rogues, etc...) or 'power sourced" (Arcane, Divine, Natural, Martial, etc...) grouping, you still end up with 10 or 12. So...yeah, I'd say if you're getting up 12+ in the initial release of the game, you're getting ahead of yourself/bogging down the game/drowning the potential new player in "choices"... And, that all said, I have some editing of my own game's "beginner" set to do! Think cutting back to 8 or 10 sounds really good. lol. [/QUOTE]
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