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General Tabletop Discussion
*Dungeons & Dragons
What is the right amount of Classes for Dungeons and Dragons?
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<blockquote data-quote="Quickleaf" data-source="post: 9359869" data-attributes="member: 20323"><p>I love your thought process here so much. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60d.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":love:" title="Love :love:" data-smilie="16"data-shortname=":love:" /></p><p></p><p>To the original question... for my non-OSR modern D&D, I think the number is close to 18 classes, partly due to niche and partly due to legacy.</p><p></p><p>Taking the existing 13 from WotC/Hasbro, with caveats, I am adding 5 classes...</p><p></p><p>For spellcasters, I am working on/adapting a <strong><em>Witch</em></strong>. There's always been some version of a witch floating around since 1e articles in Dragon magazine, 2e's witch kit, 3e's prestige classes / variant spell lists / third party classes, all the way through 4e's "witch" wizard subclass.</p><p></p><p>For half-casters, I have an <strong>Archivist</strong> & working/adapting a <strong><em>Swordmage</em></strong>. The Archivist is the closest to the "noncombatant PC who knows things" fantasy that I could find. The Swordmage (known as Duskblade or Spellblade in 3e) is distinct enough to warrant existence alongside rangers and paladins.</p><p></p><p>For martial PCs, I have a <strong>Duelist</strong> & <strong>Warden</strong>., both which trace back to the 1e DMG's alternate classes. The Duelist is a cosmopolitan warrior who relies on charm, quick-wit, and scathing retort; they build upon opportunity attacks & stances, and gets urban-based features echoing ones the ranger has. The Warden is a no-spells ranger, which I've hacked it to focus on ranged opportunity attacks, tracking & recon, invocation-style wildcrafts, with one subclass emulating the 4e warden.</p><p></p><p>For OSR D&D I think as few as 3 classes or even no classes is perfectly fine.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 9359869, member: 20323"] I love your thought process here so much. :love: To the original question... for my non-OSR modern D&D, I think the number is close to 18 classes, partly due to niche and partly due to legacy. Taking the existing 13 from WotC/Hasbro, with caveats, I am adding 5 classes... For spellcasters, I am working on/adapting a [B][I]Witch[/I][/B]. There's always been some version of a witch floating around since 1e articles in Dragon magazine, 2e's witch kit, 3e's prestige classes / variant spell lists / third party classes, all the way through 4e's "witch" wizard subclass. For half-casters, I have an [B]Archivist[/B] & working/adapting a [B][I]Swordmage[/I][/B]. The Archivist is the closest to the "noncombatant PC who knows things" fantasy that I could find. The Swordmage (known as Duskblade or Spellblade in 3e) is distinct enough to warrant existence alongside rangers and paladins. For martial PCs, I have a [B]Duelist[/B] & [B]Warden[/B]., both which trace back to the 1e DMG's alternate classes. The Duelist is a cosmopolitan warrior who relies on charm, quick-wit, and scathing retort; they build upon opportunity attacks & stances, and gets urban-based features echoing ones the ranger has. The Warden is a no-spells ranger, which I've hacked it to focus on ranged opportunity attacks, tracking & recon, invocation-style wildcrafts, with one subclass emulating the 4e warden. For OSR D&D I think as few as 3 classes or even no classes is perfectly fine. [/QUOTE]
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What is the right amount of Classes for Dungeons and Dragons?
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