The Problem of Class Proliferation
Posted: Sun Aug 12, 2012 8:26 pm
When I used to be the Editor in Chief of Footprints on Dragonsfoot, the one type of article I never accepted was new classes. The first Footprints, which I laid out but was not in charge of, had a class called the Mask. It was a cleric/fighter/magic-user/thief with a few added features. No kidding, go look.
There is no faster way to screw up your game than to allow a bad class. Unfortunately, there is no consensus about what, exactly, is a bad class. I'd like to think that all the class writeups I've accepted on this forum are "good" (though I already know that the Pyromancer has major balance issues).
But... I've noticed lately that the top supplement type in my inbox seems to be classes. We already have more than one way to do several of the subclasses, and yet I still have them coming in.
I'm afraid I'm going to have to be more choosy. In fact, I feel pretty strongly that I need to drop some of the classes I already have on the site. I think we need to get down to just one way to do each class. Otherwise, they'll take over. I see issues already with confusion about what's "official" or which version of a class "should" be used.
I'd like some feedback here. As of right now, here are all the classes posted on the site:
Assassin by Eric C. Medders and Chris Gonnerman
Barbarian (Fighter Subclasses) by William Smith
Barbarian by Luigi Castellani
Druid by Chris Gonnerman
Great Way Adept by Luigi Castellani
Illusionist by Chris Gonnerman
Jester by Brendan Falconer
Necromancer by R. Kevin Smoot
Paladin (Fighter Subclasses) by William Smith
Paladin by Wynter Sturtevant III
Pyromancer by Jason Brentlinger and Chris Wolfmeyer
Ranger (Fighter Subclasses) by William Smith
Ranger by Chris Gonnerman
Scout by Jason Brentlinger
Sorcerer by Ray Allen
Spellcrafter by Luigi Castellani
This list omits two class supplements: R. Kevin Smoot's Quasi-Classes and Luigi Castellani's Divine Champions. Both of those supplements take a somewhat different approach to class mechanics, so I've left them out of this discussion. I expect both to stay on the site for the moment.
Two barbarians, two paladins, two rangers. Actually, it appears I haven't posted the second paladin yet, but I do plan to; I've been discussing incorporating it into my Rangers and Paladins supplement, and I think I dropped the ball. But the point is, we have too many of these classes.
I guess they fall into these categories:
Advanced classes would be those classes associated with a certain "Advanced" game system:
- Assassin
- Druid
- Illusionist
- Paladin
- Ranger
Familiar classes would be those we recognize from classic-era supplementary material, such as magazine articles and advanced-era rule supplements, as well as those "backported" from "modern" role-playing games:
- Barbarian
- Jester
- Necromancer
- Pyromancer
- Sorcerer
Novel classes are those which are more or less entirely new. I'm not certain of everything I've included in this category:
- Great Way Adept
- Scout
- Spellcrafter
Each of the currently-published supplements have something going for them, which we should try to save. I'm strongly leaning toward the creation of an Advanced Classes Supplement, containing the classes in the first category above. This one would be "official" in the same sense as the Field Guide. Actually, let's say "recommended" rather than "official." I'd like to combine the best elements of both Paladins and both Rangers listed above, though I'm sure that in each case, one version will be predominantly represented. It's how it always goes, it seems.
I'd like to keep the "familiar" classes more or less as they are, though I'll admit I don't like Sorcerers on general principles and I don't think Pyromancers are ready for prime time. Likewise, the "novel" classes would remain separate as they are now.
On the other hand, I'm going to declare a moratorium on acceptance of new versions of classes we already have, and I'm going to look long and hard at any "familiar" or "novel" class that comes my way from now on before accepting them. We just have too many classes.
I understand, it's fun to create classes. But as easy as it is to create a class, it's just that hard to get the balance right. From now on, I'm holding class submissions to a higher standard. Please, nobody take that personally... I just think it has to happen.
There is no faster way to screw up your game than to allow a bad class. Unfortunately, there is no consensus about what, exactly, is a bad class. I'd like to think that all the class writeups I've accepted on this forum are "good" (though I already know that the Pyromancer has major balance issues).
But... I've noticed lately that the top supplement type in my inbox seems to be classes. We already have more than one way to do several of the subclasses, and yet I still have them coming in.
I'm afraid I'm going to have to be more choosy. In fact, I feel pretty strongly that I need to drop some of the classes I already have on the site. I think we need to get down to just one way to do each class. Otherwise, they'll take over. I see issues already with confusion about what's "official" or which version of a class "should" be used.
I'd like some feedback here. As of right now, here are all the classes posted on the site:
Assassin by Eric C. Medders and Chris Gonnerman
Barbarian (Fighter Subclasses) by William Smith
Barbarian by Luigi Castellani
Druid by Chris Gonnerman
Great Way Adept by Luigi Castellani
Illusionist by Chris Gonnerman
Jester by Brendan Falconer
Necromancer by R. Kevin Smoot
Paladin (Fighter Subclasses) by William Smith
Paladin by Wynter Sturtevant III
Pyromancer by Jason Brentlinger and Chris Wolfmeyer
Ranger (Fighter Subclasses) by William Smith
Ranger by Chris Gonnerman
Scout by Jason Brentlinger
Sorcerer by Ray Allen
Spellcrafter by Luigi Castellani
This list omits two class supplements: R. Kevin Smoot's Quasi-Classes and Luigi Castellani's Divine Champions. Both of those supplements take a somewhat different approach to class mechanics, so I've left them out of this discussion. I expect both to stay on the site for the moment.
Two barbarians, two paladins, two rangers. Actually, it appears I haven't posted the second paladin yet, but I do plan to; I've been discussing incorporating it into my Rangers and Paladins supplement, and I think I dropped the ball. But the point is, we have too many of these classes.
I guess they fall into these categories:
Advanced classes would be those classes associated with a certain "Advanced" game system:
- Assassin
- Druid
- Illusionist
- Paladin
- Ranger
Familiar classes would be those we recognize from classic-era supplementary material, such as magazine articles and advanced-era rule supplements, as well as those "backported" from "modern" role-playing games:
- Barbarian
- Jester
- Necromancer
- Pyromancer
- Sorcerer
Novel classes are those which are more or less entirely new. I'm not certain of everything I've included in this category:
- Great Way Adept
- Scout
- Spellcrafter
Each of the currently-published supplements have something going for them, which we should try to save. I'm strongly leaning toward the creation of an Advanced Classes Supplement, containing the classes in the first category above. This one would be "official" in the same sense as the Field Guide. Actually, let's say "recommended" rather than "official." I'd like to combine the best elements of both Paladins and both Rangers listed above, though I'm sure that in each case, one version will be predominantly represented. It's how it always goes, it seems.
I'd like to keep the "familiar" classes more or less as they are, though I'll admit I don't like Sorcerers on general principles and I don't think Pyromancers are ready for prime time. Likewise, the "novel" classes would remain separate as they are now.
On the other hand, I'm going to declare a moratorium on acceptance of new versions of classes we already have, and I'm going to look long and hard at any "familiar" or "novel" class that comes my way from now on before accepting them. We just have too many classes.
I understand, it's fun to create classes. But as easy as it is to create a class, it's just that hard to get the balance right. From now on, I'm holding class submissions to a higher standard. Please, nobody take that personally... I just think it has to happen.