When playing a class-based fantasy RPG, are classes diegetic for you?

When playing a class-based fantasy RPG, are classes diegetic for you?

  • Yes

    Votes: 40 37.7%
  • No

    Votes: 66 62.3%

You're either committed to the full absurdity of a world where people walk around knowing their AC and hit points, or you accept that all of it - class included - is a modelling apparatus, not a description of the world.
You can have both, here's the basic explanation for HP, Levels and (partially) AC, in our home setting:

Pneuma circulating throughout the body reinforces and interconnects it magically in much the same way the crystalline spiral lattice of Manathyst allows for the flow of magic in spellcasting, and the thresholds at which Pneuma translates to a higher level of Aura is mathematically interrelated with the thresholds present in Manathyst in the moment a spell of a given rank is successfully cast. Pneuma can be observed in virtually any activity with which the individual has even a basic level of competence, moving with their muscle memory and knowledge.

The most well known example of Pneuma's benefits occurs for every mortal once they achieve even the least advancement of their aura. When a mortal would experience harm, their cells reactively expel Pneuma to push back against the blow, forming a likely-inspiration for the invention of the Shield cantrip, and Pneuma is also responsible for diffusing the force of the attack across every cell in the body, forming the most basic principle that allows for the Spirit Link spell.

For this reason, the well-being of the body on Zydeir and by those fortunate enough not to suffer from magic deprivation, is holistic rather than piecemeal-- damage is spread evenly via these magical processes, until the entire organism enters a state of collapse, only beyond this threshold of overall damage can the stuff of their body break as one might an inanimate object. This makes people much more difficult to harm, if it were not for Pneuma, trivial force could simply shear limbs and cause a swift death or permanent impairment.

While Pneuma does not conventionally contain Mage's Particle or Sacred Light, a physique enhanced by Pneuma is generally required to be able to wield stronger magic of the Arcane or Divine traditions, and there are many mages who, as their habits change, lose physical access to spells they had previously mastered. In addition to the passive physical and magical benefits that accrue as aura level rises, the body can develop and regenerate reserves of Pneuma; with some training and momentary concentration, such reserves can be used to cast distinct 'Focus' spells.

Incidentally, here's the list of what each class in Pathfinder and Starfinder 2e mean in the context of our setting, because its very much what you described in the message about platonic forms of each class.
 

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So you've concocted a convoluted metaphysical apparatus in an attempt to bridge the gap between the fictional world and the game mechanics. That was kind of my point.

Such an apparatus is neither explicit in the rules, nor implied by them; nor is it an intuitive outgrowth of the rules. It's a solution to a problem only if you think the gap between the mechanics and the fictional world needs to be bridged in the first place.
 

So you've concocted a convoluted metaphysical apparatus in an attempt to bridge the gap between the fictional world and the game mechanics. That was kind of my point.

Such an apparatus is neither explicit in the rules, nor implied by them; nor is it an intuitive outgrowth of the rules. It's a solution to a problem only if you think the gap between the mechanics and the fictional world needs to be bridged in the first place.
It brings me a great deal of joy, and is ultimately more intuitive, since it limits immersion breaks at the table.
 

It brings me a great deal of joy, and is ultimately more intuitive, since it limits immersion breaks at the table.
While I don’t necessarily find any of these arguments particularly compelling, to play Devil’s advocate for moment:

1. To me, the strongest pro-diegetic argument isn't that class is metaphysically real in the fiction, but that it is functionally real in the way that many social and institutional categories are real. Money, legal personhood, marriage, and citizenship are all "just" constructs, but they have genuine causal power in the world. A Fighter in the fiction is recognisably different from a Wizard in ways that other characters in that world would notice, respond to, and categorise. This sidesteps essentialism entirely while preserving diegetic reality. I suppose you could call this a functionalist argument.

2. A character who has survived to 7th level has had experiences that have genuinely changed them: they have fought, suffered, learned, and been transformed. Hit points on this reading aren't an abstract resource counter but a representation of accumulated physical and psychological resilience: scar tissue, trained reflexes, the ability to roll with a blow, the psychological hardness that comes from repeated mortal danger. This is Gygax's own occasional defence of hit points, and it has genuine force. The numbers are abstractions, but what they represent - a person who has been forged by extreme experience - is entirely real within the fiction. The map is an abstraction but the territory it maps is real.

3. Any sufficiently rich fictional world will generate its own functional equivalents of class and level whether you intend it to or not. A person who has dedicated their life to martial training and survived twenty years of warfare is different in kind from a raw recruit: they occupy a different ontological tier of capability. Tolkien's world has no classes, but Aragorn and Glorfindel are simply operating at a different level of being from ordinary men. The fictional world requires some way of representing these differences, and class/level is simply D&D's explicit, formalised version of a distinction that any coherent fiction must acknowledge implicitly. The mechanics make visible what the fiction would need anyway.

4. In a world where magic is real, where gods directly intervene, where there are genuine metaphysical forces of Law and Chaos, why couldn't class be a real ontological category? In such a world, a Cleric isn't just a person who happens to cast spells, they have a genuine metaphysical relationship with a divine being that objectively transforms their nature. A Paladin's Lay on Hands isn't just a useful ability, it implies a real sanctification that distinguishes them in kind from ordinary warriors. If you accept the metaphysics of the D&D world seriously, the barriers between mechanical and diegetic categories dissolve: the world is one in which such distinctions can be cosmologically grounded. The gods recognise and empower Clerics as a distinct category of being. Demons genuinely fear Paladins differently from Fighters. This is a world where natural kinds of a very strange sort genuinely operate.

5. If parents apprentice children to fighters, if guilds of fighters exist, if contracts specify fighter-services, if songs celebrate fighter-virtues, then Fighter is real in exactly the sense that "knight" was real in medieval Europe. Knight wasn't a natural kind either, it was a social, legal, and cultural construct, but it had enormous causal power. On this reading, the argument that class is extradiegetic only holds if you assume a thin, physicalist conception of what counts as real.

6. Most practically, a great deal of actual D&D play treats class as diegetically real, and this practice has generated an enormous, coherent body of fiction, lore, and shared imagination that functions perfectly well. The Forgotten Realms, Dragonlance, and Greyhawk all treat class as in some sense real: characters in those novels are recognisably Fighters or Wizards in ways that matter to the narrative. If the proof of the fictional pudding is in the coherent imaginative world it produces, then the diegetic reading of class has been vindicated by decades of successful creative use. The philosophical argument against it may be technically correct while being practically sterile. This is a kind of argument from lived experience.
 

6. Most practically, a great deal of actual D&D play treats class as diegetically real, and this practice has generated an enormous, coherent body of fiction, lore, and shared imagination that functions perfectly well. The Forgotten Realms, Dragonlance, and Greyhawk all treat class as in some sense real: characters in those novels are recognisably Fighters or Wizards in ways that matter to the narrative. If the proof of the fictional pudding is in the coherent imaginative world it produces, then the diegetic reading of class has been vindicated by decades of successful creative use. The philosophical argument against it may be technically correct while being practically sterile. This is a kind of argument from lived experience.
Yea, this is the core point for me. Since so many players and tables DO view the classes as existing within the fiction, the next step to ease the presentation of that fiction is to add some cosmological weight to that insistence via the table's own worldbuilding.
 

Yes, people in my fictional world know the difference between a priest (celebrant non-combat) and a cleric (a warrior-priest), a scout and a ranger, a wizard and a warlock. They are each legitimate professions in the setting. They understand their role and status (Level). They grew up with these professions around them. Some might even be children of people of these professions.
 

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