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What Is The Point of A Class?

Class warfare continues as I float a notion of a functional model of class that may bring an entirely new way of thinking to the table.




In the last article, we talked about how to conceive of character class, and basically witnessed D&D struggling between two extremes: either a class was entirely a mechanical construct, without much bearing on the flavor of your character (a la OD&D’s concept of defining class by access to weapons, spells, and skills, or 4e’s dissociated mechanics), or they are very narrow archetypes that are defined by very specific abilities and activities (a la 2e’s kits, 3e’s prestige classes, or 4e’s themes). That's how D&D has parsed what a class is and has been, but it's certainly been a fraught journey. So here, I'd like to explore what a class actually DOES, in the playing of the game.

What The Story Suggests
5e seems to be trying to parse this difference by using “subclasses,” but you can see the struggle here: a subclass can be a mechanical trope (such as “uses complex abilities”), but can also be an evocative flavor trope (such as “gladiator.”) . One can have a point-based spellcasting mechanism a la psionics, but have the flavor of a studious academic wizard or a blood-powered mystical sorcerer or a pact-sworn witch or warlock. The rules and the story do not –necessarily – reinforce each other.

That’s a conflict of interest. A mechanical fob doesn’t necessarily imply any specific kind of character in the story – “uses slot-based spellcasting” has represented academic arcanists, supernatural characters, miracle-working priests, and dragon-blooded mutants throughout D&D. A character can use point-based spellcasting without having to be a mystical pulpy psychic, and they can use complex fighting abilities without being an arena-trained warrior.

When you think of what it would be like to play a “Gladiator” in purely story terms, this doesn’t necessarily include complex, strategic combat maneuvers. It probably includes images of ancient Rome, slave trades, exotic combat styles, bets made with blood, life and death at the behest of lords and stable-masters, a cult of celebrity, the yearning for freedom or the broken spirit of the wild warrior, of violence as a performance, of making the crowd cheer for death and blood. To support that story mechanically might suggest rules like a way to track fame, attacks that use Charisma more than Strength, a price for purchasing a slave, a way for crowds and observers to influence your fighting (perhaps some sort of morale system), and probably other rules fobs. This kind of character isn’t necessarily complex or more involved to play at the table, it doesn’t necessarily require more decision points or involve more details than, say, a soldier or a mercenary.

The tension here is that mechanics and flavor don’t necessarily come bundled together in how we think about our character archetypes. If you’re a “gladiator,” you are not defined by the complexity of your abilities. “Gladiator” is a useful narrative shortcut for an achetype, but it’s not an archetype that automatically comes with an assumed level of complexity. If 5e’s gladiator has a complex attack maneuver, but doesn’t have a rule for tracking fame, it’s not going to be meeting the story needs of a gladiator character

Ultimately, this means that if your goal is to link the story and the mechanics tightly, it’s smart to go with an approach that asks first, “What kind of story do I want to tell, here?” and then asks “What kind of rules do I need to support that story?”

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Is this guy using powers, feats, energy points, slots?

Flexibility vs. Specificity
Of course, it is open for debate if this goal is one worth pursuing. 4e D&D got significant mileage and praise out of breaking the link between mechanics and story – the rules would tell you the mechanics, and it was up to you to use them to inform your archetype. My current Dark Sun 4e game, for instance, has my character mechanically as a swarm druid. But, as far as the story of the game is concerned, she is a druid who transforms into rainstorms and seeks to bring a blue age back to Athas. Her class mechanics – and even her race – don’t speak to that story, they just provide a mechanical chassis on which to hang a story that I’m inventing myself. In a similar vein, I’ll soon be starting a Planescape 4e game where one character is a blink dog. Mechanically, it’s an eladrin swordmage, but that’s just about bonuses and powers: story-wise, it’s a blink dog.

There is a trade-off involved when you disentangle the fiction from the rules so thoroughly. Namely, that the more broadly a given rule can be applied, the less it can be used to tell a specific story. Since all design is local, we ultimately want to tell our specific stories – the worlds that we create with our friends at our tables – with the best, most specific rules that we need. If we could have whatever we wanted out of D&D, we’d probably have a few game designers sitting in on our games and improving them as we go. That’s unrealistic, and so the designers of the game need to cast a broader net. They need to make rules that can be used to tell your story, but also my story, and the story of Gary down the street, and Mitsuko in Japan and Klaus in Germany. So, it’s more feasable to write broad material, even if we all ultimately want material specific to our games. It’s something we’re going to have to be able to dial in on at our own tables.

A Class Is A Conflict
So to parse how to create a class that can be intensely campaign-specific, let me first talk about being specific to a particular campaign.

As DM’s, our job is often to create oppositional forces to the PC’s, things that they can overcome to be heroic. So any world we create or adopt should have active and sinister antagonists – from the orc army amassing to the north to the remnants of the thieves’ guild that control the city to the evil lord to the demon-summoning cult in the forest. In fact, just picking from the Monster Manual, our world gets filled with things that the PC’s can interact with and work through and fight against. That is, our world gets filled with conflicts.

Those conflicts already have perpetrators and victims when they exist in your game. And where you have conflicts, you also have possible resolutions. If you have orcs to the north of the village in your world, for instance, you probably have a conflict where their violence threatens the village. The resolution suggests itself: stop the orcs from hurting that village. Your heroes, then, are, at least in part, defined by their antagonists: they want to stop the orcs from hurting the village. The more conflicts there are in your world, the more possible kinds of PC’s can exist. For instance, perhaps another antagonist is the evil lord who wants to exterminate all orcs in a massive genocide. Now, your PC’s can want to save the orcs in addition to or instead of wanting to save the village. More conflicts in your world permit more complex characters and a more detailed characters.

In this example, you’ve taken the “generic” idea of an orc, or an evil lord, and applied it specifically to your setting: there is a specific land that they inhabit, a specific town that they threaten, perhaps a specific leader of the orcs, or a specific NPC who is the evil lord. You’ve localized the generic conflict into something specific.

By having these antagonists, you also have specific people who work against them. There is a reason the orcs haven’t quite crushed the town yet, yes? Perhaps a military that works to defend the people? And there is a reason the military hasn’t exterminated the orcs, too, yes? Perhaps a powerful orc leader who cares for his people? With those specific world elements, you have specific kinds of heroes specific to your setting: a military officer who wants to end the war, perhaps, and an orc who wants to save their tribe.

These specific kinds of heroes imply certain mechanical abilities. Your military officer probably fights in an ordered, regimented style, working well with allies, with a voice of commanding authority. Your orc probably fights wild and untamed, savagely beating the opposition, displaying great strength, and roaring with a will-shattering fury.

Through creating the conflicts, you have made niches for certain classes of heroes. For this campaign, the division between a wild, rampaging warrior and a disciplined, reliable warrior is dramatic and important and key, and so you would probably not want one class to represent both of them – they’re entirely different in your world, formed of different elements and dedicated to different conflicts.

You can see classes growing out of conflicts in the Core Four classes, as well. Clerics, with their fights against undead and extraplanar creatures. Fighters, waging war against the warlike humanoids (the orcs, goblins, gnolls, and whatnot). Rogues are made to fight against the dungeon itself, disabling traps and sneaking through corridors. Wizards are born of the riddles and puzzles that D&D contains, with high Intelligence and spells that transform the environment. The things we handle in D&D are puzzles, dungeons, and monsters both natural and unnatural.

So you can see that a class exists in the game to fight against a specific threat – that classes are born out of conflicts, out of the problems in the world that have need of a solution. In our example, a DM needs a disciplined warrior and a wild warrior to serve the conflicts that they are making in their setting. Class can exist here at the same level as an individual monster: something that you can take and make an element of your specific world by adding only a handful of details. In this case, it would seem that a Fighter and a Barbarian would serve nicely as “generic enough to be published” but still “specific enough to be adapted to my home game.”

A class like “Mage” doesn’t work as well for that purpose – it doesn’t suggest any sort of story. A class like “Sorcerer” might, though, with the focus on the story of having a powerful supernatural bloodline.

What this also means is that mechanics are only relevant in as much as they support a specific kind of story. Sorcerers don’t need to be “spontaneous slot-based spellcasters,” because that’s largely irrelevant to “powerful supernatural bloodline.” In our example above, our Fighter doesn’t need to have complex maneuvers, or simple maneuvers; our Barbarian doesn’t need a Rage that is an ability bonus to a Strength score. Those specific mechanics are irrelevant to what the story of the class, to the story of the conflict the class represents.

Custom Classes
As far as D&D in specific goes, it’s unclear whether a certain Rubicon may have already been crossed or not. Though there’s no story reason for sorcerers to have slot-based spontaneous magic or fighters to have simple abilities, the expectation of almost 50 years of gaming may have produced this implication anyway, so that if you try to extricate Vancian slots from the Wizard at this point, you may hit a brick wall of angry fans.

Maybe.

For my purposes here, though, of identifying what a class can function as, I think I’ve found something useful and constructive: classes are the potential resolution to conflicts that exist in our settings, they are the solution to problems in the D&D world, linked by story to the troubles that exist.

So, my question for you this week: What conflicts in your world bring about which classes? What can the classes in your current campaign contribute to thwarting the various villains in your world?
 

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I feel like the idea that specific conflicts are represented by specific classes falls a bit flat, at least in my own experience. I don't see why the leader of the town militia can't be a bard, for example, who leads from the rear...or even a martially flavored rogue, sly and clever in his defensive strategies. Maybe the orc leader is a shaman, driven by dark visions of blood and conquest? Or even a paladin, avenging the genocide wreaked on his people in ages past?

Conflicts define characters because conflicts define stories, and characters the vehicles through which players participate in storytelling.

I lead towards the view that classes are defined BY characters, and serve as the interface point between the story of a character, and the necessary rules of the game.

For example, if I start with a story, I might imagine the tale of a mighty warrior from a snowbound land; a tribe of people living in the shell of a dormant volcano for warmth and protection. In ages past, they were the thralls of a red dragon who laired there. One day the dragon never returned. The chiefs of the tribe have always been those who had signs of dragon blood in them though, and each must prove themselves with mighty deeds that demonstrate the potency of their dragon souls. This character is next in line...and the story is his quest.

The conflict is open-ended in this case. He has to do things, great things, but there's flexibility of what exactly that means. He basically just has to impress the hell out of a ragtag band of primitives. Ideally, in the course of doing so, he'll become embroiled in other things too.

But what class is he?

Well, barbarian fits. In 3e or Pathfinder, there's room for some Sorceror too, possibly a Dragon Disciple.

Significantly though, the question of class is really covering up the more fundamental question: "What rules best represent my story?"

It's possible to go the other way. Start with rules, backbuild a story.

For example, the game I'm joining needs a healer/leader. I am not interested in being a cleric, and I have a druid in another game, so I look at something I haven't tried before; Artificer. Hm, that could be fun. I have this notion of a 'techno mage,' who uses magic that has a technological flavor to it. Wands or magical blasts like weapon fire. Mystical defenses like force fields. I look at the rules, and see there are two races that jump out as appropriate for that. Warforged, and Shardminds. Both have the living construct trait, enabling them to incorporate items directly into their bodies. Both have rules reinforcing their semi-organic characteristics.

After experimenting with builds, I decide to go with shardmind. The psionic flavor suits the campaign lore, and the abilities and rules make them good fits for the artificer class.

Armed with my rules firmly in mind, I now proceed to create a story about an artificial mind, psionically created in a giant telepathic archive, who has been transplanted into a mobile frame for purposes of waging war, and who has by strange circumstance been freed from his control protocols and is now experiencing free will for the first time since his creation. He still clings to his old purpose when he can, and he is happy to have a leader to follow, since he feels he still has a great deal to learn about making decisions for himself, but he learns more daily; hourly, and who knows what he choices he will make then?

Again though, the underlying question here is, "What is a good story that accurately accounts for the rules decisions I've made?"

The conflicts of these characters define their story, but the classes are what connect those stories to the otherwise very separate world of the rules. And one can argue that the rules and the stories aren't really separate...and I agree they have to inform each other. One way in which they inform each other...the corpus callosum that binds them...is character class. A specialized subset of rules, designed to interface with the agents of the story; the characters.
 

What conflicts in your world bring about which classes? What can the classes in your current campaign contribute to thwarting the various villains in your world?
That's an interesting way of framing it. My world has always been a conflict about each individual's locus of control, or belief in one's self, with a clear slant in favor of self-reliance. The psionic classes are essentially the highest status because their source of power is internal. Similarly, rogues, fighters, and others who rely on their own skill have a certain status, while users of arcane magic who tap into power sources they don't usually understand are clearly less self-reliant. The bottom of the spectrum (for classes, anyway), is the clerics and their ilk, who are essentially begging known entities for their power. Outside of classes, outsiders like elementals and demons are another level below, because they lack the ability to function as individuals or make choices as mortals can.

The villains are usually pushing either divine worship or divine invasion, while the PCs generally contribute to preventing this from happening.
 

That's an interesting way of framing it. My world has always been a conflict about each individual's locus of control, or belief in one's self, with a clear slant in favor of self-reliance. The psionic classes are essentially the highest status because their source of power is internal. Similarly, rogues, fighters, and others who rely on their own skill have a certain status, while users of arcane magic who tap into power sources they don't usually understand are clearly less self-reliant. The bottom of the spectrum (for classes, anyway), is the clerics and their ilk, who are essentially begging known entities for their power. Outside of classes, outsiders like elementals and demons are another level below, because they lack the ability to function as individuals or make choices as mortals can.

The villains are usually pushing either divine worship or divine invasion, while the PCs generally contribute to preventing this from happening.

That's an interesting world. Although the axis of conflict that springs to my mind in that setting is individualism vs society. A group of rugged individualists who have to negotiate everything seperately internally and externally is much less efficient in many, many ways than a more structured society where social contracts allow fewer individuals to control numerous followers. E.G: Corporations vs Artisans. Soldiers vs Warriors. Rather off topic for the thread though.

On Topic, as K.M notes there is an inherant conflict between setting or even campaign specific classes, and ones broad enough to be useful in any campaign. Or rather this conflict exists if you tie the mechanics to the classes role in the story. It's perfectly possible to bake conflict into a setting while using generic classes or even a classless system. HeroQuest for example could easily capture either of the above conflicts just by noting which keywords the two groups favor.

Although even with generic classes it's extremely easy to run into problems based on player expectations. D&D (and it's not the only sinner to be sure) has traditionally depicted Knights and Samurai very differently with distinct classes, and associated baggage. In point of fact both were feudal lords in a militaristic society with similar concerns, skill sets and tactics. The differences that did exist arise largely from climate and culture. Do they need different classes? Maybe. If the mechanical refllections of Christian Virtue are distinct enough from those of Shinto Purity then perhaps the mystical concerns do warrent distinct classes. OTOH if you're using generic fantasy world #41Q and not actually putting Jesus and Amaterasu into your game world then probably not.

Classes, in the end, are like everything else in the rules, tools to allow a gaming group to run a game they all enjoy. Some groups are perfectly happy conceding that a Katana is just a style of bastard sword and lumping the Knight and Samurai together, others want different classes for every martial art from Pankration to Savate to Wing-Chun to Kalaripayat to Fencing (E.G: Ninjas and Superspies or Iron Heroes.)
 

My current Dark Sun 4e game, for instance, has my character mechanically as a swarm druid. But, as far as the story of the game is concerned, she is a druid who transforms into rainstorms and seeks to bring a blue age back to Athas. Her class mechanics – and even her race – don’t speak to that story, they just provide a mechanical chassis on which to hang a story that I’m inventing myself. In a similar vein, I’ll soon be starting a Planescape 4e game where one character is a blink dog. Mechanically, it’s an eladrin swordmage, but that’s just about bonuses and powers: story-wise, it’s a blink dog.

One of my initial, still-standing hesitancies to fully embrace "the 4e way" for D&D is tied to this. Multiclassing for 4e upon release was lackluster at best. Until "hybrid" classes arrived in PHB3, multiclassing was pretty much a non-starter. And even with "hybrids" a lot of class synergies were haphazard. When I brought up the issue on D&D's forums, 4e proponents said the lack of multiclassing wasn't an issue--"Why multiclass? If you want to play CONCEPT X, simply use CLASS Y and adjust the powers fluff as needed"--natch, an eladrin swordmage masquerading as a blink dog. To me the point of multiclassing was to represent, at least in some fashion, an "organic" character progression arc. For me it was never about character optimization, it was about creating a character I wanted to inhabit within the game world.

I was just so hesitant to fully divorce "class" from the gameworld this way; divesting class mechanics from the game world just goes too far into "gamism" for my comfort (I am a fairly "classic" actor stance / simulationist). Taken to its logical endpoint it seems to argue that D&D doesn't really need classes at all--they're just game artifacts meant to represent player inputs, not a sense of reality.

In this light, it's pretty obvious why games like Runequest and GURPS quickly appeared on the scene post-AD&D--their creators didn't like the "gamist" disconnect to classes either (among other things).

I'm not so sure I buy the argument that a class represents a conflict to be solved, or a natural evolution of a problem in the game world. It's true, we adapt our economies, skillsets, livelihoods, and social structures to address and solve issues, but at the same time, representing this sort of thing in an RPG through the mechanical construct of a class feels arbitrary--"Your character can evolve and progress in these, and only these, specific directions."

I'm having a hard time putting thoughts together at the moment, but there's something about this idea percolating in my brain that I haven't quite pinned down yet.
 
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I fully agree with this view and tried to express basically the same thing in my comments to the previous article, albeit less eloquently :)
To recap: Either the setting or the central, recurring theme(s) of the game system inform the required classes. I.e. a game that is mostly about medieval politics will require classes that can deal with political encounters and have mostly social abilities and skills that will help them to survive the kind of machiavellian backstabbery that is to be expected.
What conflicts in your world bring about which classes?
Well, I currently don't have a particular home-made game world, but I've been thinking about the Earthdawn setting a lot. It features quite a few classes that are a bit unusual for your typical fantasy setting. Good examples are the Bard and Weaponsmith classes: The (main) reason they exist is because of the way magic items work in the Earthdawn RPG: In order to use the (mostly unique) Legendary items, the pcs have to find out details about their history and sometimes even re-create the epic deeds that defined them. This allows them to magically bind the items to themselves, unlocking more and more of their potential. Bards are the keepers of history in Earthdawn, knowing all about legends and the roles that magical items played in them and Weaponsmiths know everything about crafting armor and weapons and the most famous examples of their craft.

As another example, when I was thinking about creating a new rpg system, I started wondering why I've (almost) never seen an architect or engineer class in fantasy games. Shouldn't these professions be an ideal starting point for a dungeon-delving adventurer career? Basically, they would be a more intellectual representative of the role usually covered by a thief/rogue character. They would be good at mapping, discovering secret doors and rooms, picking locks and disarming and setting traps. But they might also be helpful in defending against or taking part in a siege or selecting and securing camp sites.
 

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