Base? Archetype? PrC? Class Guidelines (Something We Use Internally)


Homebrew and House Rules


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I thought this might be relevant for people on this board.

A lot of times we see some really fantastic classes that would have fit much better as a prestige or archetype.

We do a lot of classes so we developed this internally as guidelines. It's kind of our bible for determining if a class should be a base class, alternate class, archetype, or a prestige class.

Please keep in mind that these are guidelines, not a be-all-end-all set of rules.

Link: Little Red Goblin Games LLC Class Guidelines

We've been using it for a while but we are always open to improving it. To that end we have opened comments.


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Nice guide. Very helpful.


Thanks a lot for sharing!


I feel there's a significant area of base classes being, if not forgotten, then sidestepped in this document- ones similar to the Paladin.

These sorts tend to be much narrower and describe who a character of the class is far more than just saying 'cleric' or 'sorcerer', and can almost be considered a 'unique path' from the start. With that said, the fact that there are only one to three such classes (depending on how you argue such as the Summoner and Gunslinger) in the core 'PRD' materials displays just how rarely they should be done.

In addition, you have to consider how a project itself might change these rules- for example, a campaign trying to mold to the old Death Gate Cycle or a low-level Lord of the Rings game would likely require much more focused 'classes' to replace the Wizard or Cleric.

But, again, these situations are outliers, though more seen in the homebrew community- and if those are kept in mind as oft-important but rare exceptions, then this guide certainly covers the much broader arrays and the sort of classes you'd want to see in standalone materials or non-setting specific handbooks.

Also- thanks for sharing! >:D


@Raiderrpg
For sure, this is by no means hard and fast rules but a guideline. Paladin is a bit of an oddball but I think several of the guidelines fit it very well:

Guidelines It Fits:

  • A base class typically has a strong literary, cultural, mythological, or archetypal basis in the real world.
  • A base class has well-defined (generally new) mechanics.
  • A base class paints a clear picture.
  • A base class says something about you & your role in society from the start (A player doesn’t have to follow this but it makes a statement and they can play off that & even reverse it. Rangers are loners. Paladins are crusaders for good. Monks are disciplined. Druids love nature.)
  • A base class should provide unique lore AND mechanics that are married together.
  • A good base class feels unique in combat and out of combat (even if it’s just socially).
  • It's really a "what does this fit best" guide rather than a "which square hole does this square peg fit though?". Spot on mate!

    The other side of things, the LoTR example, I agree with entirely. The class needs to fit in the aesthetic of the story. A high magic Egyptian themed campaign setting's classes would need to be very different than a hard science low magic fantasy scifi one.
    Classes for that low magic game would probably be more an alternate classes/archetypes rather than a whole new base class.


    A guideline that I like for Prestige Classes that I think is missing:
    -A PrC can be a specialized profession that can fit different classes.
    If only rogues can specialize as master spies it should be an archetype. If anyone with the right training (that passes the barrier of entry) can become a master spy, such as trogues, bards, inquisitors or others, it's better as a PrC.
    At least that is what I feel.


    Very wise words Mercenario.

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