Pathfinder 2 - Remove classes entirely


General Discussion


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Reviewing the new modular approach to 2nd ed Pathfinder, I believe classes are counter-intuitive to this approach.

Instead, I believe the player should be able to pick the features they want. That and I would use this to streamline the feats found in the game, make three main branches, spells, combat, skills, and then continue to separate them from there. Rather than this massive bloat of feats right out of the gate, which is only going to get worse with side books.


Would love this, but that would push them back 2 years as they redeveloped what they've already been working on for the last couple years.


though I see no reason to have 'branches', just well managed prerequisites.


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Use the Hero System.

Goal achieved.


Volkard Abendroth wrote:

Use the Hero System.

Goal achieved.

Did I miss the Hero System in their pdf? Which page?


CraziFuzzy wrote:
though I see no reason to have 'branches', just well managed prerequisites.

Branches are just an easy way to show prereq's :)


That is a neat idea but it might be more challenging that its worth. It would inevitably lead to people picking the "best" feats and leaving the lesser powered ones on a shelf. Having classes helps separate these feats into categories that make better thematic sense for each particular chassis, to help flesh out that person's role in the party. It would be fairly difficult to balance the hundreds of feats to make most/all of them appealing enough to actually get used.

I'm not saying it can't be done - it can, as Volkard said, the Hero System uses a system where you can build ANY kind of superhero character you can imagine. But at some point it wouldn't even resemble the fantasy tropes we've come to love and expect, the fantasy paradigms that grew out of D&D.


velwein wrote:
Volkard Abendroth wrote:

Use the Hero System.

Goal achieved.

Did I miss the Hero System in their pdf? Which page?

It is a different RPG altogether, not part of Pathfinder in any way.


Zedth wrote:

That is a neat idea but it might be more challenging that its worth. It would inevitably lead to people picking the "best" feats and leaving the lesser powered ones on a shelf. Having classes helps separate these feats into categories that make better thematic sense for each particular chassis, to help flesh out that person's role in the party. It would be fairly difficult to balance the hundreds of feats to make most/all of them appealing enough to actually get used.

I'm not saying it can't be done - it can, as Volkard said, the Hero System uses a system where you can build ANY kind of superhero character you can imagine. But at some point it wouldn't even resemble the fantasy tropes we've come to love and expect, the fantasy paradigms that grew out of D&D.

Ah, I mean true can use a system like Hero or Gurps. However, from my perspective, Pathfinder 2.0 is sort of a bad hybrid of those systems and D&D. I understand wanting to stick to roots from where Pathfinder came, but at the same time, Pathfinder has already gone off into left field. Sometimes embracing change is exactly what is needed.

As for the "best", I mean, you'll have that with their current system anyway. Each class and race will have the perfect mix to form something broken, it's more about trying to keep it balanced, and presenting each option as something fun to use. Rather than focusing on what min-maxing munchkins will do.


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Yes! No classes. Then we can get rid of Vancian casting, alignments, AC, saves, the nonsensical settings, the silly monsters, the illogical dungeons, each and every vestige of older editions, and finally the game will be nothing at all like D&D, which is really what we've always wanted.


Pathfinder Rulebook Subscriber

I'm not gonna lie, when PF2 was announced, I secretly hoped that it would be similar to True20--chosen class features built on a chassis of combatant, skill-user or caster.


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Pathfinder Rulebook Subscriber

Nah. I'd rather the game to still look something like D&D.


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Pathfinder Lost Omens, Rulebook Subscriber

I'm hoping they carefully select feats that only make sense for a specific class, mark them as such, and leave the rest as up for grabs for everyone.

The classes then remain nice little packages for new players to use to come to grips with everything, while experienced players can build their characters more freely.


I'm a bit torn in regards to classes. I like the feel of classes, and they help with building a functioning character, but at the same time, I feel that a classless system will make building a specific concept easier.


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BluLion wrote:
I'm a bit torn in regards to classes. I like the feel of classes, and they help with building a functioning character, but at the same time, I feel that a classless system will make building a specific concept easier.

I think as Waterslethe recommended, where the original classes are presented in already made kits, with a clear progression lined out, would make that easy for new players to run with.


Zedth wrote:
inevitably lead to people picking the "best" feats and leaving the lesser powered ones on a shelf.

I've never understood this. Why not simply make all feats equal? If something can be left on the shelf, does it need to be in the game, or does it need a buff in comparison to what else is available?

Senior Designer

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While this is a playtest and we are evaluating everything, I think it's a pretty safe bet that we will not be removing classes from the game.


Stephen Radney-MacFarland wrote:
While this is a playtest and we are evaluating everything, I think it's a pretty safe bet that we will not be removing classes from the game.

Sadly, what looks good on paper isn't always in practice. That and you might not see x + y = infinite combo until it's too late. That or if you're making new feats later, you've got to go back, run through every possible combination of other feats and make sure they play nice.

Ideally, I agree, it'd be awesome

Silver Crusade

velwein wrote:
Stephen Radney-MacFarland wrote:
While this is a playtest and we are evaluating everything, I think it's a pretty safe bet that we will not be removing classes from the game.

Sadly, what looks good on paper isn't always in practice. That and you might not see x + y = infinite combo until it's too late. That or if you're making new feats later, you've got to go back, run through every possible combination of other feats and make sure they play nice.

Ideally, I agree, it'd be awesome

That applies to... any and every system ever.


velwein wrote:
Stephen Radney-MacFarland wrote:
While this is a playtest and we are evaluating everything, I think it's a pretty safe bet that we will not be removing classes from the game.

Sadly, what looks good on paper isn't always in practice. That and you might not see x + y = infinite combo until it's too late. That or if you're making new feats later, you've got to go back, run through every possible combination of other feats and make sure they play nice.

Ideally, I agree, it'd be awesome

Killin' me bro... Killin' me.

Joking aside.. Then based off of what I've seen so far...

What I like,
The action economy is awesome.
Spell casting is wonderful as well.

Issues,
Feat bloat, out the gate we've got feats for races, classes, and etc. While neat in terms of customization, it's going to cause you guys no end of problems down the road. Since throwing classes out isn't possible, you could reduce the classes, making various ones subtypes or feats for an overarching class. However, I'm going to go out on a limb, and say we're just going to stick with what's there. So, I guess just ride the tidal wave of feats. Cause it's bound to get gnarly anyway.

Overly complicated, while I've played my fair share of rpgs. New players might look at all these options and be overwhelmed. There is so much to choose from, that and when you add supplements?

Getting Pathfinder players to buy it, people went with Pathfinder cause it catered to, "I don't want to change editions." That and 4th ed was a neat concept, but ended up being poorly executed. In my opinion, 4th ed would have done better, if it hadn't been called Dungeons and Dragons. However, that's a debate for another time. I'm worried your own fan base won't be willing to transition.


Rysky wrote:
velwein wrote:
Stephen Radney-MacFarland wrote:
While this is a playtest and we are evaluating everything, I think it's a pretty safe bet that we will not be removing classes from the game.

Sadly, what looks good on paper isn't always in practice. That and you might not see x + y = infinite combo until it's too late. That or if you're making new feats later, you've got to go back, run through every possible combination of other feats and make sure they play nice.

Ideally, I agree, it'd be awesome

That applies to... any and every system ever.

I actually replied to the wrong guy with that one, I meant to reply to Moro. :(


velwein wrote:
I believe the player should be able to pick the features they want.

We already have that in P1's very lenient front-loaded multiclassing system.

P2;s classes, by delaying ironic class abilities for several levels, essentially confirms the new system as a "baby steps for newb GMs" game. I.e., he won't be blindsided by weird combos.


Stephen Radney-MacFarland wrote:
While this is a playtest and we are evaluating everything, I think it's a pretty safe bet that we will not be removing classes from the game.

Even if they turn out to be more trouble than they are worth?

You guys have made everything a feat at this point, you might as well drop the chassis.

Most of the complaints I am seeing are about how restrictive the classes are currently.

For new players, you could do what M&M does and give "example" characters that fit tropes, if the idea to make it simpler for new players to build characters.

Senior Designer

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velwein wrote:
Overly complicated, while I've played my fair share of rpgs. New players might look at all these options and be overwhelmed. There is so much to choose from, that and when you add supplements?

Actually, one of the goals is to simplify these options in some way. Take a look at P1 now. Not only does it have an abundance of options that can be overwhelming to new players there are more silos for those options.

Personally, I have found that newer players have no problem with the current range of silos and find it much easier to navigate them than the current mix of feats, racial traits, talents, powers, spell-like abilities, traits (and the various sub-categories of those), exploits, evolutions, mysteries, and so on.

Of course, my observations, while broad, are anecdotal, and hence the reason why we are doing this playtest. Thank you very much for the feedback. It is appreciated.


velwein wrote:
velwein wrote:
Stephen Radney-MacFarland wrote:
While this is a playtest and we are evaluating everything, I think it's a pretty safe bet that we will not be removing classes from the game.

Sadly, what looks good on paper isn't always in practice. That and you might not see x + y = infinite combo until it's too late. That or if you're making new feats later, you've got to go back, run through every possible combination of other feats and make sure they play nice.

Ideally, I agree, it'd be awesome

Overly complicated, while I've played my fair share of rpgs. New players might look at all these options and be overwhelmed. There is so much to choose from, that and when you add supplements?.

FWIW: One of the players in my playtest group has never played PF before (one campaign of 5e) and they were able to digest character creation without too many issues and enjoyed the process.


Stephen Radney-MacFarland wrote:
velwein wrote:
Overly complicated, while I've played my fair share of rpgs. New players might look at all these options and be overwhelmed. There is so much to choose from, that and when you add supplements?

Actually, one of the goals is to simplify these options in some way. Take a look at P1 now. Not only does it have an abundance of options that can be overwhelming to new players there are more silos for those options.

Personally, I have found that newer players have no problem with the current range of silos and find it much easier to navigate them than the current mix of feats, racial traits, talents, powers, spell-like abilities, traits (and the various sub-categories of those), exploits, evolutions, mysteries, and so on.

Of course, my observations, while broad, are anecdotal, and hence the reason why we are doing this playtest. Thank you very much for the feedback. It is appreciated.

I'll take a gander at P1, and review it.

I agree, current Pathfinder is just... blah. Which is sad, cause it has the ratfolk race, and I'm rather a big fan of the little dudes. Wish 5E had them, but oh well.

Sure thing.


Saedar wrote:
velwein wrote:
velwein wrote:
Stephen Radney-MacFarland wrote:
While this is a playtest and we are evaluating everything, I think it's a pretty safe bet that we will not be removing classes from the game.

Sadly, what looks good on paper isn't always in practice. That and you might not see x + y = infinite combo until it's too late. That or if you're making new feats later, you've got to go back, run through every possible combination of other feats and make sure they play nice.

Ideally, I agree, it'd be awesome

Overly complicated, while I've played my fair share of rpgs. New players might look at all these options and be overwhelmed. There is so much to choose from, that and when you add supplements?.
FWIW: One of the players in my playtest group has never played PF before (one campaign of 5e) and they were able to digest character creation without too many issues and enjoyed the process.

And I have a friend that never played 3.P before who moved from 5e to Pathfinder, and he had few issues. This friend also doesn't like PF2, because it feels more limiting to him than 5e.


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thflame wrote:
Saedar wrote:
velwein wrote:
velwein wrote:
Stephen Radney-MacFarland wrote:
While this is a playtest and we are evaluating everything, I think it's a pretty safe bet that we will not be removing classes from the game.

Sadly, what looks good on paper isn't always in practice. That and you might not see x + y = infinite combo until it's too late. That or if you're making new feats later, you've got to go back, run through every possible combination of other feats and make sure they play nice.

Ideally, I agree, it'd be awesome

Overly complicated, while I've played my fair share of rpgs. New players might look at all these options and be overwhelmed. There is so much to choose from, that and when you add supplements?.
FWIW: One of the players in my playtest group has never played PF before (one campaign of 5e) and they were able to digest character creation without too many issues and enjoyed the process.
And I have a friend that never played 3.P before who moved from 5e to Pathfinder, and he had few issues. This friend also doesn't like PF2, because it feels more limiting to him than 5e.

That's kind of my point. It is a bit meaningless to say "some people might have trouble with this" because that is universally true regardless of what people are doing. Being new or experienced in gaming doesn't matter, largely because this is a new and distinct game.

You say limiting. I say flexible. Some people say difficult to read. I say searchable.

We (everyone involved in the playtest) should try to avoid that kind of feedback because it isn't constructive. Say WHAT makes it limiting or hard to read, or enjoyable, and don't rely on emotional appeals or rage.

Silver Crusade

Stephen Radney-MacFarland wrote:
velwein wrote:
Overly complicated, while I've played my fair share of rpgs. New players might look at all these options and be overwhelmed. There is so much to choose from, that and when you add supplements?

Actually, one of the goals is to simplify these options in some way. Take a look at P1 now. Not only does it have an abundance of options that can be overwhelming to new players there are more silos for those options.

Personally, I have found that newer players have no problem with the current range of silos and find it much easier to navigate them than the current mix of feats, racial traits, talents, powers, spell-like abilities, traits (and the various sub-categories of those), exploits, evolutions, mysteries, and so on.

Of course, my observations, while broad, are anecdotal, and hence the reason why we are doing this playtest. Thank you very much for the feedback. It is appreciated.

Made characters with three less-experienced players last night. They all appreciated the clear "pick one of this list" option selection and had found PF1 very overwhelming.

That said, as a more experienced player I found the class-gating of some basic combat styles to be pretty frustrating: I wanted to make a ranged Paladin and quickly realized that there's no great way to make that work (I'm not saying, oh no it's not optimal, I'm saying, from a quick read it looks like I'd lack basic archer functionality and a ton of my main class features that I can't select out of just wouldn't do anything for an archer concept). Even the bow ranger I ended up with I was forced into an animal companion, against the concept I wanted going in, because the other options were worse fits (or, in the case of the monster ID feat, which I was going to take, it just seemed incredibly weak as a mechanical choice).


Suggestions like these confuse me, they are still attempting to make a game that matches their idea of the Pathfinder fiction, not just any new game from scratch.

Also classes do serve a purpose, a character can be just as defined by what they can't get as what they can get. As well as how a collection of features can possess an in world identity.

Now yes you could make the same effect with a classless system, whose options include forced penalties on some selections, feature lock outs, and many roleplaying requirements for various selections, but then ultimately why?

PF1 already suffers from seriously scaring peeps away (some of my group simply can't handle it, where as some members embrace it and build complex monsters, this in turn pushes the other people away farther).

A completely open system would push them farther away from PF1e feel and most likely reach a greater alienating level of complexity (like trying to play exalted with people new to RPGs).

However a solid simply core (I still feel a little too simple, they need to pad out level 1 on most classes), that they can continue to add complexity on top of would have a much broader appeal.


While classes are obviously here to stay, I would prefer if the distinction between class abilities and class feats would go away and they would all be optional class feats instead of partially forced progression.


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What I had originally hoped with regards to feats is that they would have more varied prerequisites. I would love for Piint-Blank Shot to be listed as "Fighter 1, Ranger 1, General 3". This allows Fighters and Rangers to select it at 1 with a glass feat, and any class to select it as a General feat later. Still makes it a "Martial thing", but allows other bills to use it if that what the player wants. In general, I think this allows a lot more flexibility going forward.


Lady Melo wrote:

Suggestions like these confuse me, they are still attempting to make a game that matches their idea of the Pathfinder fiction, not just any new game from scratch.

Also classes do serve a purpose, a character can be just as defined by what they can't get as what they can get. As well as how a collection of features can possess an in world identity.

Now yes you could make the same effect with a classless system, whose options include forced penalties on some selections, feature lock outs, and many roleplaying requirements for various selections, but then ultimately why?

PF1 already suffers from seriously scaring peeps away (some of my group simply can't handle it, where as some members embrace it and build complex monsters, this in turn pushes the other people away farther).

A completely open system would push them farther away from PF1e feel and most likely reach a greater alienating level of complexity (like trying to play exalted with people new to RPGs).

However a solid simply core (I still feel a little too simple, they need to pad out level 1 on most classes), that they can continue to add complexity on top of would have a much broader appeal.

Let me just say, I don't give a hoot about Pathfinder's fiction. Honestly, after 5E came out I stopped caring about Pathfinder almost altogether. So feel free to take my advice with a grain of salt.

I don't think a modular system need require penalties, that or blocking a character from accessing various features. In fact, your comment about classes, "can be just as defined by what they can't get as what they can get", says that classes do literally the same thing.

As for an In World Identity, why not let the character and player make their own? Rather than, "I'm Grishnak Half-orc barbarian number 5945490904905492342341, I smack things with great axe." Instead, let Grishnak pick the rage ability, but what if he wants to fight like a monk? Give him martial arts feats, and you've got a berserking monk of badassitude.

I think a streamlined open system, would be far easier than this sort of.. Half modular half old school mix that is currently going on. Cause the minute sidebooks start rolling out, these are just going to get out of hand quick.

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