The Farchives: Why have classes at all?

Here’s the second in a new series on The Core Mechanic: The Farchives. Every Friday I will re-post a popular TCM post from the previous year. I’ve included a post that was one of the first “popular” ones I had the first month the blog was in existence. This post was originally posted on July 30th, 2008. Hopefully you’ll enjoy it.


There is a super ridiculously large amount of chatter in forums, blogs, and other websites about the over- or under- powered effects of multiclassing in 4th Edition Dungeons & Dragons. So, given the way that Wizards of the Coast designed the new game: why have classes at all?

Think about it…

  • All the classes use the same progression table (p28 PHB1 I think).
  • The powers, at each given level, are comparable across classes. Level 1 powers are just as “powerful” no matter what class you choose. OK, sure, some people will no doubt argue this fact – but that’s a topic for another day.
  • Removing the choice to multiclass from the game entirely eliminates the bitching associated with it.

The way I see it, 3rd Edition D&D; (and 3.5) was already heading towards a super-hybrid play style already. Every character had dozens of choices for so-called prestige classes; there was no limit to the number of multi-classes you could choose; and everyone chose Rogue for first level (for the skill bonus) and had 2 levels of Fighter (for the free feats and BAB, right?). By eliminating classes completely, then the game system would be wide open for people to make whatever kind of character they want.

Now, from a game designers point of view (not that I am one, but…) I could see the need to keep the whole notion of classes in D&D;

  1. It’s just the way things should be. Without classes, the game would not be D&D; anymore.
  2. It provides easy, self-contained choices for new players to choose from. This facilitates people learning the game, and wanting to play. Too many options at the start can be daunting and will scare people off.
  3. An open, class-free game system would be too hard for a DM to keep track of and the level of player to DM abuse would skyrocket. Munchkins and PowerGamers would be roaming the streets, frothing at the mouth – and that is something we just can’t have.

No, but seriously.. why not? Another way to look at it is to examine the Monster Manual. Each monster presented therein is, in many respects, a new class. Obviously, the secrete-cabal-of-game-designers must have used some sort of system for assigning powers and abilities to each monster. You think Rob Heinsoo ever said to James Wyatt, “Hey man… you can’t make Goblins have that power, they first need to take the [Acolyte of Doom] feat so that can qualify for it!” No, not likely. They just made them; and they made them using a class-free system that was balanced and scalable.

The way WoTC has encapsulated each class’s abilities into fixed powers, at nearly every level of the game makes me scratch my head and think: Why the hell do we even need classes anymore? If my player wants to make a fireball throwing, healing, rogue who wears plate mail — FINE! I mean, you could do that in 3.5, right?

The biggest obstacle I would see about a class-free system would be how to allocate Class Features, starting skills, etc. You know, all the stuff you get at 1st level. But – beyond that – if you make the prerequisites for some power or feat or something; take it!

Let me know what you think. I’m going to be thinking about this hard for a while I think – the idea just seems so “OMFG, of course!” I can’t ignore it.

About Jonathan Jacobs

Jonathan is the owner and Editor-in-Chief of Nevermet Press. You can catch up with Jonathan on Twitter (@nevermetpress), Facebook, and LinkedIn.com; or email him directly at editor@nevermetpress.com.