First rule: Character classes should be summaries of a character's abilities rather than about their occupation or their background. These could match or correlate with their abilities, but the point of a character class is not to describe these.
Second rule: Character classes should not be based on moral stances. Unlike D&D, which has alignment restrictions on some classes, I want my system to be based solely on characters' abilities. A witch and a paladin could each be good or evil, and their class by itself should ideally say nothing about their ethics.
Third rule: No character classes should be restricted or promoted based on race.
Comments
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead
...wait
- Bard: Knows lots of random stuff. Buffs party. A smattering of spells. Kinda a jack of all trades. Usually drawn with a lute.
- Barbarian: Lots of HP. Hits things hard; charges into battle to hit things harder, and lasts longer just to hit things. Possibly illiterate. Usually using an axe, possibly adorned with the skulls of their enemies.
- Cleric: Serves a church/deity. A western religious monk, but made cooler by being granted the ability to hit things. Can also smite things. And heal people, unless they're evil. Probably has a mace.
- Druid: <s>A tree-hugging hippie</s> Someone really in touch with nature, so they have abilities with animals and naturomancy/geomancy.
- Fighter: A catch-all physical combat class. Can't really say much more than "hits things".
- Monk: An oriental-style martial artist monk. Often fights bare-handed, possibly also bare-chested.
- Paladin: Champion of justice, but with no off button (unless roleplayed properly). Always Lawful Good. Smites things. Minor healing powers. Heavy armor and a big sword.
- Ranger: The outdoorsman. Tracking, hunting, nature-related stuff. Generally portrayed with a bow and arrows, but two-weapon fighting versions are popular, possibly because munchkins.
- Rogue: Sneaky git, possibly with the ability to sneak around in the darkness, steal things, collect intel, assassinate targets, and be really suave. Usually portrayed with a dagger.
- Sorceror: Mages that get their magic from...talent. Functionally, this means they get few spells but cast them a lot.
- Wizard: Mages who learned their magic. They tend to know lots of spells.
Other D&D lineage classes that I can remember off the top of my head:Prestige Class feature is mechanically interesting in that they're classes with prerequisites, which means that multiclassing has to be mechanically enabled in the system.
Compare Final Fantasy, which had prestige classes (or whatever they called them) but essentially no multiclassing in FFI, no prestige classes in FFIII or FFV, and brought them back in FFTA.
Also compare Fire Emblem, whose prestige classes (or whatever they called them) were basically implemented like FFI (no multiclassing to a prestige class), but with options (one base class might have multiple possible prestige classes).
Though if over-presciptivism is your concern I question why you're going with a class system, to be honest
ihonestThi (Android helpfully proviprovided that jumbled mess that I elected to preserve so you can see how ridiculous my phone's autocorrect is)
I suppose it depends on how broadly you implement that rule, like would "lord" or "mage" count as occupations
Lord would be an occupation; Mage might be a class or a supercategory for classes.
* should all classes produce distinct skills, or can they overlap on some skills?
* should multiclassing be possible? (answer's probably yes)
* should prestige classes be a thing? (maybe, probably used to address specific branches of some classes -- e.g. the distinction between Archer, Hunter, and Sniper)
FWIW I'm imagining a system that's simpler and closer to the FF lineage than the D&D lineage, with the former's relative simplicity.
But another question I'm wondering about is also how much I want this to be a gamey/combat system vs. one that covers both combat situations and non-combat situations.