Carrying on from some previous posts on this topic (as it pertains to the TNP sequel) I think it might be pertinent to mention that I've recently (just) dipped my toe into the Shadowdark RPG, which has managed to shape my thinking a little bit.
To wit, their designs started out with the "core 4" classes (named Fighter, Priest, Thief, and Wizard, in the game's materials) but a successful stretch goal was unlocked to design a 5th class; my understanding is that Bard and Ranger were both neck and neck in the preference for what this class would be -- and the designer(s) ended up just doing both.
So what is a Bard? Is it a Wizard that is also a healer? Is it a spellcaster that is also a skill expert -- but not an expert with the same skills as a Rogue? Is a bard a performer, or are they a 'lore master'? I think the fewer classes you have, the more things a given class can be.
Likewise, the question was raised as to whether the Ranger should just be an archer, or a two-weapon fighter, or both; the extent to which the mechanics allow TWF at all can have a huge impact on that decision, and Shadowdark opts not to have it as an option.
The obvious 5th class always seems to be either an archer class, or a "Charisma caster" of some sort. The thing I've come to ponder is, should Bard be the "6th class" for the TNP sequel? The first 5 classes are kind of set, so let me expand on why Bard might be the 6th.
Part of the lore of 4th Edition D&D's development, is that it was kind of rushing to make deadlines, and so the design team was split into two groups, with (if memory serves) Rob Heinsoo and James Wyatt's team focusing on the PHB1 classes (such as Warlord) while Mike Mearls and his team worked on the PHB2 classes (such as Bard.) As you might have guessed, there was some noise made about the Warlord infringing on what was supposed to be the Bard's shtick; ultimately in the 4e designs, I would say the Warlord is more about granting attacks to allies, whereas the Bard is about repositioning enemies. In the more TNP-like paradigm, you could see how such a narrow distinction could just as easily be built into subclasses for a single class -- if the mechanics even warranted that level of segregation. (Worth mentioning: Arguably, the 4e Shaman class is a WIS-based off-shoot of this same general mechanical niche.)
So if the starting 5 classes for the TNP sequel are:
- Cleric/Paladin
- Rogue/Monk
- Fighter/Barbarian
- Ranger/Druid
- Sorcerer/Wizard
...two obvious questions arise: (as this compares to the 5th edition D&D roster)
Where does the Bard fit in?
Some would argue that they should be a "pet" class -- but clearly they don't fit under the Druid/Ranger umbrella. With 5th edition's adoption of cantrips (an idea implemented in 4th edition, among other places) and its spell slot mechanic (itself a derivative of an optional mechanic for 3.5) the Warlock shtick of knowing fewer spells, but doing them all day is a niche that has been stepped on by basically every full-caster -- and short rest mechanics w/r/t spells isn't really a thing in the TNP paradigm. I think the Occultist (effectively the Necromancer/Warlock class of TNP's designs) is unique in its own ways; do I think it stands out enough, to be a "Top 10" class, apart from a hypothetical Sorcerer/Wizard class? That, I'm not sure of.
Will the sequel have 8 classes? 10 classes?
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