Shardstone
Hero
Well if we're saying aeons ago, aeons ago there were two classes! And really, do we need more than one class?Aeons ago there were 4 classes
I am not sure why these all have to be separate classes instead of being subclasses under existing ones. Might come down to a case by case basis.
My main objection to more classes (rather than subclasses) is that once you figure out the power progression and overarching theme (arcane magic user), it is relatively easy to add a balanced subclass to fill in a theme.
If you always start from scratch that is more work and probably less balanced.
What's a wizard but a fighter who fights with magic? What's a rogue but a fighter who fights smarter, not harder? What's a priest but a fighter who fights with the power of GOD behind them?
And fight doesn't just mean combat. Through semantic manipulation, fighting can be seen as any encounter, any adventure, any obstacle, be it overcame with violence or not.
I guess this is slippery slope fallacy, but I really don't think more or less classes is objectively BETTER than the other. Few classes has a great aesthetic too it. More classes can too. The best part is, you can take out classes you don't want in your game, but you can't add new ones that don't exist (you can, but go with my argument here). Why not have 4-5 more classes you can ignore with the other 8 you already do? Can't we cater to both mindsets with more over less?