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Three Traits of a Good Class

Enough of the "What is...?", now it's time for "What would happen if...?"

Enough of the "What is...?", now it's time for "What would happen if...?"



In my recent articles, I’ve been discussing the level at which “Class” should perhaps rest, and I’ve come to the conclusion that specificity is probably good at individual tables, with a flexible framework for making classes in the background. In essence, this might be something like the 4e monster construction system: a flexible chassis on which to hang innumerable specific kinds of characters. The game provides you with a litany of pre-made, specific kinds of characters, and allows you the ultimate flexibility to make your own.

So, for example, you could pick up a published book with a brand new class in it, and that class is called a “Blackhand Assassin….”

Specific
The Blackhand Assassins are a guild of noble-born assassins made for a life of erudition, luxury, and brutal, unrepentant murder. They work with subtlety and grace to get near their often-wealthy targets, to study their habits, to find out where their security is lax, or where they take unnecessary risks…and then they see to it that these times of peace are exploited ruthlessly. Their work is known by its calling card – the hand of the victim is often stained a dark black, the work of a poison introduced into the victim’s food or drink at least one day in advance. The poison itself is not deadly – its only purpose is to turn the hand of the target black upon the victim’s demise, as proof of the involvement of the Blackhands…

Perhaps this class is put in a book all about running a game of courtly intrigue, or all about morally ambiguous characters, but what’s important is that this new class is specific and narrow. It has an ability set suited for its actual capabilities: knowledge of poison, skill with disguises, and also knowledge of etiquette and an intimate familiarity with the habits of the dangerously wealthy. Their powers and abilities focus not on dungeons or fighting, but on dispelling suspicion and developing identities. They might have abilities to hide their intentions, even from magical detection, to be able to impress with their words as much as a bard, to conceal poisons, to predict behavior, to gather information…

This kind of class is much more useful in the story than, say, a generic “Assassin” class because it possesses a specific story, one of nobles trained to be assassins of other nobles. It speaks of a world of dangerous intrigue, where murdered lords and ladies drop along the path to the throne for anyone ruthless enough to hire these particular assassins. These assassins aren’t shadow-mages or brutal fighters, they’re subtle social manipulators, and that’s all they ever need to be. They have a story, and, presumably, an ability set that flows from this story, that allows them to be exactly what they need to be, nothing more or less.

Imagine a game where all the classes were this specific and this narrow. There is no general “Rogue” class, there’s not even a general “Thief” class, there is just one particular class, perhaps called “Grey Knife,” that represents a particular kind of member of a particular guild of thieves in a particular area, with skills relevant in that area. For instance, maybe the Grey Knives are great illusionists, and so the “Grey Knife” class weaves powers of deception and lies into powers revolving around knives and daggers. There’s another class called maybe “Guttersnipe of the Great City,” that represents a streetwise, smart-talking pickpocket of a particular type, and another class called maybe “Thrilling Acrobat” that represents an agile performer in the Thrilling Circus. None of these characters need to have any abilities or traits in common. Grey Knives turn invisible and stab with surprise invisible blades. Guttersnipes melt into the crowd, but aren’t the murdering types, so they’ll just pick pockets. Thrilling Acrobats don’t hide at all – they’re much more interested in acrobatic flips and fearlessness.

In this world, there is no class, except the very specific ones.

Efficient
So maybe you don’t want to play any of those types of characters – Blackhand Assassins and Grey Knives and Great City Guttersnipes and Acrobats of the Thrilling Circus don’t entice you, or don’t fit into your world (you don’t have a Great City or a circus, you hate the idea of Guilds, whatever). Or maybe you like 90% of a class like the Great City Guttersnipe, but there’s an ability that doesn’t work for your world for whatever reason (wealth is measured in jewelry, making it hard to pick someone’s pocket, for instance).

The first reaction is, “That’s OK.” It’s fine to think that the Blackhand Assassins are useless and pointless in your dungeon-crawl adventure and to not use them, just as it’s fine to not like a particular monster (like, say, the Executioner’s Cap) and not use it.

This means, in design, that your classes become lightweight and efficient. Perhaps we use the same idea for classes that 2e used for monsters: one page per. So, our Blackhand Assassin doesn’t suck up 15 pages, but its laser-like focus gets woven into a single page, that anyone playing the class can pick up and use to play their character.

This permits for a staggering diversity, as well. If a class only takes up a single page (or even if it takes up two!), you could hypothetically publish a class compendium with hundreds of them. They can percolate into books like monsters do, wherever the designers may think they’re useful. Okay, you don’t like the Blackhand Assassin…there can be literally thousands of classes to choose from, increasing your odds of finding something you ARE interested in vastly.

The feature of being efficient could also mean that classes have vastly different “lengths.” Taking a queue from 3e’s prestige classes, perhaps “Guttersnipe of the Great City” is only a class that lasts three levels. At the end, you can take a new class, in a method similar to 3e’s multiclassing.

But, of course, no matter how many different flavors of hero appear, none will ever be quite as unique and special as the flavor that you determine you need. Blackhand Assassins are nice, but if you could make an assassin unique to your world, unique to your nobles, unique to your cities and your guilds….that’d be ace…

Translatable
So maybe you have a band of assassins in your world that use necromancy and kill with a special kung-fu-style quivering palm. It’s specific to your game and your world, so there’s pretty much ZERO chance of it popping up in a purchasable product.

But if this world made classes like 4e makes monsters…with a quick chart (or series of them!) to show you how to build a balanced class...

Imagine something like the 4e “Page 42,” slightly expanded and applied to various levels of character powers. So if you say a Fireball is a Level 3 spell that a Wizard of the Eternal Flame can get at level 5, you essentially say that any effect substantially similar to Fireball is something that someone can get at level 5.

Or, even better, you say that Fireball is an ability that, hypothetically, any character can pick up at level 5. So if you’re making your kung-fu necromancer-assassins, and you want them to be able to speak with the dead, and that’s an ability that exists in the game as speak with dead as a level 5 ability. Your assassins can use it then, and so can any other class who has any reason to be able to do that.

This essentially gives you, as the DM, infinite ways to customize your own classes, using abilities that already exist, or even making new abilities using the benchmarks in the charts.

Now, you can have an entire Player’s Handbook, specific to your world, consisting only of classes you personally have specifically linked to your world in some way, if you don’t like any of the pre-existing options.

mzl.svofwrnd.320x480-75.jpg

Like this, but for rangers and barbarians...and with possibly less felt...

Actually Any Good?
So, how does this proposal sound? Do you think this would be viable? Interesting? Something you’d like to see? Any major problems with it? Any pitfalls? Let me know down in the comments!

Attached below is an example of what such a class might look like -- nine levels, one page, very focused.

View attachment 58929
 

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MoutonRustique

Explorer
Three (don't judge me) thumbs WAY up ! Like, WAY WAY up. We're talking exospheric levels of agreement.

Comment directed at blog post - I have not read the comments yet.
 
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Ratskinner

Adventurer
If classes are to be at all significant you need to be picking a class, and getting mechanics based on that class.

"Building your own class" is just a flexible, non-class-based system with "and now call it a class" tacked on the end.

I was under the impression that the DM would be doing the building, in order to define the world. In which case, I don't think this is a problem. At least, I wouldn't have a problem with it at the table. It seems to me like this might be a nightmare for designers, unless they started with a fairly "meta" system in the first place. Also, I'd imagine some customization would rely on multiclassing...so that would need to be taken into account.

The example class doesn't have any of the general mechanics listed (Hit Die, saves, etc.) Was this intentional? Do those things exist outside class? That might be okay, come to think of it.
 

Shayuri

First Post
I'll say two things up front.

One; a giant book full of overly specific classes is something I find personally kind of repulsive. It reminds me far too much of my old Palladium days.

Two; I am not opposed, however, to the idea of a kind of 'class construction set' where classes can be deconstructed and reconstructed according to rules, to personalize them for a specific setting. Something like the Races book in Pathfinder maybe, only with more options presented.

Of course, in the end, that starts to look a lot like a point-buy classless system, albeit with a bit more structure in it. That's not a bad thing, necessarily, but it might be seen as undercutting the whole emphasis on class that you have.

If classes are so specific that anyone can build a 'class of one' that only they have and has any combination of approved abilities, then you don't really have a class anymore. :)

That's not what you're proposing, of course, but it would represent another point on the same continuum.

My preferred take on classes is for a class to be relatively broad in its overall mission statement, but then allow for significant flexibility in the assignment of its particulars. A good example would be how Pathfinder handles some of its classes.

A 'rogue' is a 'sneaky, skilled guy who strikes by surprise.' There are endless iterations of that possible though, via the selection of Talents and various alternative class kits. If there were released rules that one could use to customize the Talents list, and introduce new alternative class kits, that would be fine. Even great. :)

So yeah, I like the notion of seeing class as a kind of archetype, which the player can then narrow down and make specific via a robust system of customization built into the class. Wizards select school affiliations and arcane bond foci and perhaps choose a kit to reflect slightly variant mechanics. Fighters have combat moves and bonus feats and more alternative sets of abilities that change 'fighter' into 'fearless warlord' or 'howling savage.'

And so on.

You could do Fearless Warlord or Howling Savage as separate, specific classes of their own too...but why? If one basic core mechanic, with relatively minor variations, can represent both, treating them as offshoots of a single class just makes sense to me. The specificity you're talking about doesn't have to be reflected by individually constructed classes. Just pick a broad class that comes close, and tweak to suit your taste. Rules to cover those tweaks would be great though. :)
 

howandwhy99

Adventurer
First, class is defined by behavior, not a unique set of abilities. What you are defining is, at best, highly unique subclasses of subclasses. It's more like an "Apple Computer" software programmer rather than a software programmer under the class of designer. In D&D, class is the role Players are playing at, learning, and gaining proficiency in. Fictional persona portrayals are irrelevant (though fun), the real challenge comes from mastery and prowess within the game. Subclasses are not here to sell the players a cool power or ability in a game. Subclasses should be the Custom Design option for players first and foremost. Sure, throw in a few for the starting campaign area. D&D has some traditional subclasses in it's historic setting. But let the players play the broad class and define their own unique approaches within it. Someone certainly could have played their Fighter into a Ranger or Paladin. Or, if they are really enterprising, they can write up their own subclass (or class!)and you can convert it to the game mechanics you're using behind the screen.

What makes a good core class? They have an identifiable behavior unlike any other. A Fighting-Man engages with everything as a combat. They live under the terms of power and control. A Magic-User engages with everything as an exploration of design. They grow through the process of learning and discovery. A Cleric engages with everything as a person. They spread their understanding to everything they encounter and thereby gain wisdom within their particular understanding based upon its relation to everything else. There are other means of designing classes, but not ones that challenge the players as games. The trick is, don't let your understanding of the world become the definition of every class. Don't make every class a designer, creator, or author, if you are one. Let the players engage with an imagined, yet existent exterior world, something they cannot do alone. Lastly, a core class must overlap in engagement with the game world in a potentially shared manner with the other classes. D&D classes are all adventurer-types, not home schoolers. A Class like "Innkeeper" isn't going to play well unless it's the only class available.
 

Quickleaf

Legend
[MENTION=2067]Kamikaze Midget[/MENTION]
Another reason why lots of highly specific classes might not work is that clarity of intent and player follow-thru can vastly differ. Many players and some DMs don't have a narrow set up of the campaign world's themes, and prefer to find it during play. To start out and say "this campaign is focused on intrigue" would be a turn-off to that emergent play style.

This gets back to the idea of class breadth serving to keep players engaged in different arenas of the game (5e's combat, exploration, and roleplaying is one example). A flexible broader class - and a good muliticlass system - lets a player expand their character into the unfolding story...rather than require the two to be in synch from the get go.

Effectively the same options might be present in a list of 100 classes, each essentially stripping one of the Classic classes of its stuff. However this would be a nightmare for players to manage...I want to cast teleport, which class do I look to do that, Radiant Mage, Crystal Dragon Seer, Scholarly Wizard, or...? And if it becomes common for characters to have 1-3 levels in multiple classes, it dilutes the archetype that helps other players understand a PC's capabilities. "I'm a ranger" means something to players as a tool for party building, and expectation of where the PC will be most useful.

So here are the three things that broader classes do right:

1. Accommodate emergent (rather than focused) gameplay.

2. Encourage all players to participate in the various arenas of the game (if well-designed).

3. Provide a common table language (and ease of player character creation/leveling).
 

Jhaelen

First Post
First, class is defined by behavior, not a unique set of abilities.
Errm, says who? I think that's exactly the wrong way to go about defining classes.
What you're calling class is what I'd maybe call an archetype. There's little reason for defining archetypes in a game system _unless_ they're also connected in some way to mechanics, e.g. if taking certain actions that are typical for a given archetype will grant you 'confidence points', then there's a reason to define them. Otherwise, just let the players make them up when creating their characters of even during play.
 

Kinak

First Post
Like it! Tiny classes and a toolbox to build your own sounds just about perfect. It actually reminds me a bit of the old Warhammer rules, with little classes you chain together.

I'd like to see something like this as a ruleset, then setting books including the collection of classes you want for that setting. I don't think you really want to overwhelm the players with classes, so creating an expectation of how many you should choose for your home game would be worth its weight in gold.

Cheers!
Kinak
 

howandwhy99

Adventurer
Errm, says who? I think that's exactly the wrong way to go about defining classes.
What you're calling class is what I'd maybe call an archetype. There's little reason for defining archetypes in a game system _unless_ they're also connected in some way to mechanics, e.g. if taking certain actions that are typical for a given archetype will grant you 'confidence points', then there's a reason to define them. Otherwise, just let the players make them up when creating their characters of even during play.
And that' s not the D&D game, that's a story game. D&D classes aren't Queen, King, Bishop, Rook, Pawn. They are Chess player. It is the player that is the role player, not the character. Players are the ones actually performing the class. Character abilities can support that role, but they don't define it. I might be playing the Fighter role engaging with the combat game system, all while you're playing the Magic-User role playing in the magic system. Two different, highly mechanically supported games that are connected and partially overlapping. Think Puerto Rico, but we're not all playing plantation owners.

I'm suggesting we allow back into our understandings the playing of games in order to engage with their rules. The free form expression you're suggesting via archetypes isn't game playing, but storytelling. The act of innovation, not memory and strategy. The wonderful thing about D&D is that it is open and therefore infinite in its design. We can do both. And improve at doing both. And enjoy every different kind of joy that offers.
 

Jhaelen

First Post
And that' s not the D&D game, that's a story game. D&D classes aren't Queen, King, Bishop, Rook, Pawn. They are Chess player.
I'm not sure if I follow. Maybe I've misinterpreted what this article series is about. You seem to be trapped in 'classic D&D thinking'. I understood these articles as a reflection about how one might design a rpg system differently, getting free from old baggage. It's thinking 'what if' and try to arrive at a system that's maybe better then the system we all know.

Saying 'but this isn't D&D!' strikes me as a bit shortsighted and limited view.
 

howandwhy99

Adventurer
I'm not sure if I follow. Maybe I've misinterpreted what this article series is about. You seem to be trapped in 'classic D&D thinking'. I understood these articles as a reflection about how one might design a rpg system differently, getting free from old baggage. It's thinking 'what if' and try to arrive at a system that's maybe better then the system we all know.
I'm asking others not to view all of RPG history through the almost purposefully limited understanding of today. There are so many ways to understand what we are doing here. To me, the current fashionable vocabulary loses just about everything the D&D game does well; the game has become lost in translation. And that so few people have any conception of the early designs of D&D doesn't make me think this is the same system we all know and love. So my better, being a relative term, isn't about some adoration of the cult of the new or being unthinkingly reactionary for olden times. It is simply rejecting the impetus, of my reading here, for an attempt at a definitive understanding of class in D&D. Better games aren't the one way better. And I'm willing to speak for ideas which be old, but are new to me as perfectly justifiable better game designs.
 

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