However, Alexis over at the Tao (smart cookie that he is) was more than happy to poke holes in this idea, pointing out that (for example) an additional fighter, especially in early edition D&D, is going to absorb far more damage than a cleric (in place of said fighter) is going to be able to heal. Specific classes aren't inherently "more necessary" to a party than another type of character, unless a DM is specifically crafting challenges that REQUIRE some particular class's power set...and clearly this was never a design choice as the vast repertoire of character classes in the game have only appeared over time.
Alexis fails to mention another truth that points out the lie of my original statement: nothing in the game rules requires players to select a certain variety of classes. If all your B/X players roll high Intelligence scores, they might ALL choose to play magic-users (if they want). Likewise, if all your 5th edition players want to play dragonborn druids (*gag*), I don't see anything in the new PHB that prevents them from doing so.
And that's fine! In a sandbox-y campaign, players can (and should) seek out adventures they appear capable of tackling (in one of the last games I ran, my players chose to deliberately leave and avoid a carefully constructed three-level necropolis because they felt it had too many undead and they were too light on clerical power)...and even in one-off, episodic adventures, it's presumed that characters can employ henchmen and hirelings to fill out missing skill-sets.
So, then...why have classes? Just because they allow players to do the same things (kill monsters, loot treasure) in different, interesting ways? Just to give DMs excuses to throw different types of challenges at the players (undead, traps, magical obstacles, etc.) that add variety to an otherwise dull slog through a goblin-infested hole in the ground? Just so players (and DMs) can easily pigeon-hole each character's particular job/role in the game?
I've been thinking about it a lot over the last 24 hours, and I think there are a couple-three main reasons for using classes:
Classes are Expedient: a player rolls up their ability scores and chooses a class. A class provides a certain skill set (not to be confused with "skill systems!"), without too much thought being needed. Fighters wear armor and use weapons. Magic-users have no armor but get spells. Clerics get a little of both. Species (dwarf, elf, halfling) modifies these basics somewhat. Go!
You could have a chargen system that allows/requires players to build characters from a number of different "building blocks:" skills known, talents possessed, equipment desired (as opposed to proscribed). Lots of fantasy RPGs do this: Chaosium's various BRP systems, The Riddle of Steel, and Ars Magica all come to mind immediately. For players who have strong "character concepts" and love micro-managing point-buy systems, this works well (I guess). But it's not easy or expedient...especially for new players. Especially for people who just want to sit down and play the frigging game already. Some people like screwing around with GURPS or HERO System, spending whole sessions to create their perfect snowflake. Other people just want to get going.
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| From Moldvay |
Classes are Recognizable: most classes tend to be "archetypal," based on tropes people are familiar with. Knights. Wizards. Skulky, stealthy types. Etc. The little bits and pieces add nuance (paladins as saintly warriors, for example), but the basics of a class are easily grasped...at least in older editions of Dungeons & Dragons (can the average person grasp the difference between a warlock, sorcerer, and wizard without reading the page-long class descriptions? Probably not). While the set "power suite" of each class offers expedience of getting to actual play, using recognizable tropes helps players (easily, expediently) decide which direction they wish to go when building their character and gives them some idea of how their character will function within the game (based on established stereotypes)...assuming the skill set of the class matches the stereotype (as they generally do in early editions).
Classes are Distinct: for the most part character classes do operate in distinctly different ways from each other. Yes, they all have hit points, saving throws, etc. But their unique abilities (a spell list, suite of "thief skills," full access to the game's arms and armor, etc.) gives players VARIETY in how they choose to interact with the fantasy game world. "I want to be an archer, like Robin Hood." "I want to be crafty and magical like Morgan Le Fay." Whatever floats your particular boat, there's probably a way to get to it (or close to it) using the class system...and because different players have different likes and interests, you need the variety to accommodate them. If everyone wants to play a wizard, maybe Ars Magica is a better game for you. If everyone wants to be a Pini-esque elf, maybe you should look at the ElfQuest RPG. But if you've got a grab-bag of personalities at your game table (as most of us do), having a number of different options from which players can choose is exactly what your game needs.
And that's about it. Those are the main arguments I can think of for having a class-based system, and they are linked to the fact that D&D is (I believe) supposed to be a fast-paced, fantasy adventure game. For this type of RPG (there are other types of RPG, offering their own brand of enjoyment) having an expedient system of distinct, recognizable options for play is exactly what's needed to get players up and running and adventuring. That's what the players want, right? I mean, isn't that the reason they're coming to play D&D?
But lest you think the inclusion of a class system is solely for the players' benefit, keep in mind the boon such a system is to the Dungeon Master. How much time goes un-wasted when it comes to character creation? How much less time is required to explain recognizable tropes to players? How much easier is it for a DM to understand and help her players get the desired type of game play with the availability of classes at hand?
With a class system, it is dead simple to get your players settled and ready to play. After having players roll ability scores and selecting a class, what's left to explain? Attack rolls, saving throws, hit points, and alignment? Anything else? Buy some equipment (a list which is cut-down based on the character's class limitations). Pick a spell or two (maybe). Explain how experience points and level works, I suppose...though even the newest of newbies quickly grasps that "treasure is good...dying is bad," yeah? You're off to the races...and that's thanks in large part to having a class system.
There's a follow-up post that I want to get to on this subject, but it's going to have to wait till tomorrow (or later). Folks wishing to voice their own thoughts on why (or why not) to include classes in a fantasy RPG are welcome to leave comments below...it's quite possible I've missed something blatantly obvious.
[hmm...I'm not sure I've ever written a blog post with so many "?s" in it. Usually, I try to stay away from rhetorical questions...but maybe the whole question of "why class" is kind of rhetorical]






