Libertad
Legend
Although most OSR games tend to keep their number of classes on the low side, there are many zines and supplements that add more specialized and novel ones. However, it can be hard justifying new ones that are already served by the existing core options, and by adding too many that can result in option paralysis to players or feel too discordant in party set-up. Old-School Essentials' official magazine, Carcass Crawler, had an interesting account on mixing and matching a limited set of available classes based on a campaign's themes and genre:
Overall, I think that 10 to 12 total classes is a good sweet spot. Perhaps 6-8 for lighter clones and spinoffs, and 3-4 for those old-school minimalist systems. For the Fighter/Thief/Magic-User/Cleric being the baseline, 10 to 12 has just enough variation for things to fit into the four archetypes, as that number is the amount in official corebooks of most D&D editions. Discounting racial classes, the OSE classes divvyed up are slightly above the baseline number of 13:
Martial: Barbarian, Fighter, Knight
Sneaky: Acrobat, Assassin, Thief
Godly Magic: Bard, Cleric, Druid
Arcane Magic: Illusionist, Magic-User
Hybrids: Paladin, Ranger
In looking through various classes, I was able to come up with some tightly-themed campaign styles just by what's available. For instance, here's a sample array I made for a Folktale Fairy Setting. Race and Class are the same in this one:
I kept the Fighter and Thief, but ditched the Cleric and Magic-User in favor of more specialized types of casters. The Druid fits with one relying upon the powers of nature, while the Elf and Gnome both have spells drawn from Magic-User/Illusionist, but have their own distinct playstyles to make them feel different. The Warden is a variant Ranger, and the Witch is a folkloric arcane caster that favors more subtle magic. The Beast Master is all about befriending animals to fight alongside them, while the Changeling plays into the "face-stealer fey" archetype.
Let's try one for an Underdark Sandbox, where the PCs are natives of the dungeon...raiding other dungeons and fighting other monsters! In this case, race and class are separate. Old-School Essentials has drow, duergar, and svirfneblin in the Advanced Fantasy ruleset. Goblins and Mycelian (think myconids) are available in Carcass Crawler and are appropriate races, as are Mutoids whose various random features can reflect a variety of creatures.
I got one more. How about a Magic School Setting? In this one we'll make race and class separate, as nonhumans are a staple in such a setting.
I may have other ideas down the line, but I managed to get quite a bit of interesting ideas from one little suggestion!
“One approach that works well is for the referee to select a limited set of classes (say between 7–10 in number) that are available in the campaign. For example, in one campaign, the acolyte class may replace the cleric.”
“In this way, the number of choices available to players when creating characters is kept within reasonable bounds, while the hand-picked set of allowed classes can heavily reinforce the flavour of the specific campaign.”
Overall, I think that 10 to 12 total classes is a good sweet spot. Perhaps 6-8 for lighter clones and spinoffs, and 3-4 for those old-school minimalist systems. For the Fighter/Thief/Magic-User/Cleric being the baseline, 10 to 12 has just enough variation for things to fit into the four archetypes, as that number is the amount in official corebooks of most D&D editions. Discounting racial classes, the OSE classes divvyed up are slightly above the baseline number of 13:
Martial: Barbarian, Fighter, Knight
Sneaky: Acrobat, Assassin, Thief
Godly Magic: Bard, Cleric, Druid
Arcane Magic: Illusionist, Magic-User
Hybrids: Paladin, Ranger
In looking through various classes, I was able to come up with some tightly-themed campaign styles just by what's available. For instance, here's a sample array I made for a Folktale Fairy Setting. Race and Class are the same in this one:
- Beast Master (Carcass Crawler)
- Changeling (Carcass Crawler)
- Druid
- Elf
- Fairy (Reddit Homebrew)
- Fighter
- Gnome
- Thief
- Warden (Carcass Crawler exclusive issue, Ranger if don't have it)
- Witch (Oh My Lost Darklords)
I kept the Fighter and Thief, but ditched the Cleric and Magic-User in favor of more specialized types of casters. The Druid fits with one relying upon the powers of nature, while the Elf and Gnome both have spells drawn from Magic-User/Illusionist, but have their own distinct playstyles to make them feel different. The Warden is a variant Ranger, and the Witch is a folkloric arcane caster that favors more subtle magic. The Beast Master is all about befriending animals to fight alongside them, while the Changeling plays into the "face-stealer fey" archetype.
Let's try one for an Underdark Sandbox, where the PCs are natives of the dungeon...raiding other dungeons and fighting other monsters! In this case, race and class are separate. Old-School Essentials has drow, duergar, and svirfneblin in the Advanced Fantasy ruleset. Goblins and Mycelian (think myconids) are available in Carcass Crawler and are appropriate races, as are Mutoids whose various random features can reflect a variety of creatures.
- Assassin
- Bandit (Oh My Lost Darklords)
- Barbarian
- Avenger (Oh My Lost Darklords) or Chaos Knight (Carcass Crawler exclusive issue)
- Cultist (Oh My Lost Darklords)
- Fighter
- Kineticist (Carcass Crawler)
- Magic-User
- Necromancer (standalone free product by Necrotic Gnome)
- Thief
I got one more. How about a Magic School Setting? In this one we'll make race and class separate, as nonhumans are a staple in such a setting.
- Bard
- Cleric
- Druid
- Illusionist
- Keeper (Black Pudding)
- Magic-User
- Necromancer (as above)
- Star Wizard (Black Pudding)
- Summoner (Black Pudding)
- Witch (Black Pudding or Oh My Lost Darklords)
I may have other ideas down the line, but I managed to get quite a bit of interesting ideas from one little suggestion!
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