Cap'n Kobold
Hero
I'd describe all subclasses as that approach. At the end of the day, a subclass is a list of mechanical abilities that a character gets. A player may or may not choose that their character narrative aligns with the name of the subclass, or the flavour text, but they do use those rules.Mhmm. There's a school of thought being promulgated in the discussion by [MENTION=6802951]Cap'n Kobold[/MENTION] and *I think* [MENTION=1560]Corwin[/MENTION], probably others as well, that a subclass is really entirely (or vastly predominantly) a mechanistic thing. They use subclass as a build tool, nothing more, and furthermore want the game designed to support that kind of approach. I would describe the Fighter subclasses as being born from that school of thought.
Sometimes the best way to understand the narrative concept of a subclass is to actually look at those rules, rather than the name of the subclass, or the flavour text associated with it.
Either or both are good as far as I'm concerned. However I would regard the actual origin point of a subclass as the point at which you decide the current mechanics do not support the narrative enough.My thinking is more similar to yours, that a subclass (or any game element) should be a balanced combo of narrative and mechanics, but that the origin point, the conception of that subclass (or game element) needs to be narrative first – speaking of D&D here (not, for example, GURPS) – and then the mechanics are born out of that narrative second. Btw [MENTION=1560]Corwin[/MENTION] that's what I mean when I say "story first."
If the narrative is best supported by the current mechanics, it doesn't/shouldn't get made into a subclass.