Now, before everyone screams WTF?, remember that both 3E and 4E had close to 50 classes towards the end of their edition run. Having an RPG with a hundred classes isn't unrealistic at all. In fact, Prestige Classes / Paragon Paths easily go into the hundreds.
So why do you want so many classes? - To keep each of them focused.
If classes are tied to one niche, one unique mechanic, one progression, and a small set of options and customizations, players only need to make one big decision - which class to choose. Once you have your class, making the character is simple and straightforward.
In 4E, when you decide to take a fighter, the next question is immediately "which fighter?". And then all the different features and power picks and feats work together in a big net of interdependencies that is very hard to disentangle.
In 3E, when you decide to take a fighter, you are given a blank sheet, and then you need to figure out from the feat list what you want to do.
How much easier would it be if there was no Fighter but a Brawler, a Knight, a Slayer, a Weapon Master, a Guardian, a Samurai, a Tempest, an Archer, a Gladiator, a Mercenary, a Swashbuckler, a Legionaire and a Berserker. You pick your class, then maybe a feature from a list of two or three, and you are set to start your adventuring career.
Instead of the Rogue, you could have the Circus Performer, the Conman, the Catburglar, the Street Rabble, the Thug, the Pirate, the Guild Thief, the Spellthief, the Jack of All Trades, the Tomb Raider, the Assassin ...
Instead of Wizard, there could be the Illusionist, the Evoker, the Summoner, the Beguiler, the Necromancer, the Oracle, the Transmuter and the Abjurer. And since we're at it, the Hedge Wizard, the Witch, the Ooze Mage, the Dragon Disciple, the Pyromancer, the Truenamer, the Binder...
I think the desire to have every possible fantasy archetype that is skilled in combat crammed into one class, every spellcaster in another one, and every skilled guy in a third leads to classes that are overloaded with features and hard to design for. Ask three D&D players what "Fighter" stands for, and you get ten answers.
Even worse, as the edition grows with splatbooks, the developers are hardpressed to find space that is not yet covered by the overly broad base classes, and you end up with something like the <insert your least favorite obscure class here>.
In fact, designing the game for 100 classes is not so hard to pull off. All you need is a common pool of abilities that classes can pick from. The arcane and divine spell lists up until 3E are a prime example of that. But there were other class features that show up in many classes, such as Evasion and Uncanny Dodge. If the class designs themselves are short, you can easily fit a lot of them in one PHB. (3E manages 11 classes on 34 pages; 4E has 8 classes on 110 pages. 5E could do 25 classes on 75 pages, and add more in splatbooks or dragon).
If you have a hundred classes, it's not so much about making each class totally unique, but rather about taking a fantasy archetype and then shaping it in a dedicated class that is fun to play.
So why do you want so many classes? - To keep each of them focused.
If classes are tied to one niche, one unique mechanic, one progression, and a small set of options and customizations, players only need to make one big decision - which class to choose. Once you have your class, making the character is simple and straightforward.
In 4E, when you decide to take a fighter, the next question is immediately "which fighter?". And then all the different features and power picks and feats work together in a big net of interdependencies that is very hard to disentangle.
In 3E, when you decide to take a fighter, you are given a blank sheet, and then you need to figure out from the feat list what you want to do.
How much easier would it be if there was no Fighter but a Brawler, a Knight, a Slayer, a Weapon Master, a Guardian, a Samurai, a Tempest, an Archer, a Gladiator, a Mercenary, a Swashbuckler, a Legionaire and a Berserker. You pick your class, then maybe a feature from a list of two or three, and you are set to start your adventuring career.
Instead of the Rogue, you could have the Circus Performer, the Conman, the Catburglar, the Street Rabble, the Thug, the Pirate, the Guild Thief, the Spellthief, the Jack of All Trades, the Tomb Raider, the Assassin ...
Instead of Wizard, there could be the Illusionist, the Evoker, the Summoner, the Beguiler, the Necromancer, the Oracle, the Transmuter and the Abjurer. And since we're at it, the Hedge Wizard, the Witch, the Ooze Mage, the Dragon Disciple, the Pyromancer, the Truenamer, the Binder...
I think the desire to have every possible fantasy archetype that is skilled in combat crammed into one class, every spellcaster in another one, and every skilled guy in a third leads to classes that are overloaded with features and hard to design for. Ask three D&D players what "Fighter" stands for, and you get ten answers.
Even worse, as the edition grows with splatbooks, the developers are hardpressed to find space that is not yet covered by the overly broad base classes, and you end up with something like the <insert your least favorite obscure class here>.
In fact, designing the game for 100 classes is not so hard to pull off. All you need is a common pool of abilities that classes can pick from. The arcane and divine spell lists up until 3E are a prime example of that. But there were other class features that show up in many classes, such as Evasion and Uncanny Dodge. If the class designs themselves are short, you can easily fit a lot of them in one PHB. (3E manages 11 classes on 34 pages; 4E has 8 classes on 110 pages. 5E could do 25 classes on 75 pages, and add more in splatbooks or dragon).
If you have a hundred classes, it's not so much about making each class totally unique, but rather about taking a fantasy archetype and then shaping it in a dedicated class that is fun to play.
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