John Dallman
Hero
I find those classes at least semi-diegetic because in the games I play, there are larger mechanical differences. I simply don't believe in the kind of rogue that claims to be able to get surprise and make a high-damage attack on the same target repeatedly. I regard that style of rogue as a simple-minded answer to complaints of "I wanna do more in fights!" and it offends my mental model of low-tech combat happens.For instance, if we think about a fighter vs a rogue in the fiction, how do they differ? First, the difference is most noticeable - and, perhaps, only noticeable - in the context of how they fight. Because the way that skills are resolved in 5e D&D isn't mechanically "tight" enough to extrapolate anything concrete into the fiction. In a fight, a fighter likely wears heavier armour than a rogue, and perhaps also wields a heavier weapon. The rogue is more dangerous when fighting alongside a friend, or when attacking from some sort of cover/surprise.
I GM rogues much more in the OD&D/AD&D1e style where hiding and backstabbing is reasonably hard, and doing it repeatedly is normally impractical.
There's some vocabulary that gets used when putting parties together in the circles I play in, about like this:
- "Front-line fighters" normally have classes like fighter, ranger or paladin. Occasionally they are multi-classed fighters, but if so, they are ones with spectacularly good armour classes or have other reasons for wanting to be front-line combatants.
- "Archers" covers ranged combat specialists who aren't good melee fighters.
- "Magicians" covers a wide range from vanilla magic-users, through ones that are specialists in terms of experience and spell selection, if not necessarily character class, to illusionists, or various other kinds of specialised classes. They may get asked what they are good at, and if there are notable things they can't do.
- "Priests" or "Clerics" will get asked what god they worship, and how this affects their capabilities. We have customised spell lists for a lot of religions. There are occasional priests who effectively function as front-line fighters, magicians, archers, or other things.
- Druids, bards and specialist non-clerical healers usually identify themselves as such.
- "Skilled locksmiths," "dungeon specialists" and such euphemisms are thieves, or assassins pretending to be thieves, because openly calling yourself an assassin goes down poorly with many adventurers. There are fighter-thieves who call themselves "commandos" or other things.
- Multi-classed characters usually have to explain what they can do.








