Eleven years ago, some dumb idiot drew these:

Feel free to read the original post, but I think this sentence from the last paragraph sums it up: “I don’t know if I have any insightful points to make.” But I guess that’s one of the primary reasons Tumblr exists: to show your ass to the whole of the internet. Also, for those of you playing 5th edition, the class options have expanded so much that any character can do any thing, so this schema is wholly obsolete.
I like the character class as an RPG sub-system, they’re a neat textual shorthand for the various roles a player-character can fill. I enjoy the way they flavor the world of the game and the way they let players interact with that world in different ways. I was never into the character optimization scene that started with 3rd edition D&D, but I like pulling from the array of options (race/species, class, feat, skill, etc.) many games offer to put together a character concept that interests me. This appeals to the part of me that is perpetually adolescent, that desires to be an individual with the competence and confidence to survive in a dangerous world.
Of course, there’s also a part of me that likes dealing with whatever random freak I get handed when I sit down at the table. This has crystallized relatively recently, as I’ve mostly played in pick-up games. The characters I play in these games are there for a good time, not a long time, so to speak. It’s not about making an interesting character, but making a character interesting. Mörk Borg is great for these games; the doomed bastards that SCVMBIRTHER spits out are a blast to play. This appeals to the part of me that wants to make the most of a few hours of precious free time to pretend to be some schmuck trying not to die in a hole.
How many distinct character classes does an elf-game need? Current D&D has like, twelve, with three or four sub-classes each; the Vanilla Game has two. As much as I scorned it at the start, I keep coming back to this, a tidy eight:

You could even convince me to pare it down to six – I’d probably ditch the paladin and the druid. (In this version of the fantasy heartbreaker game in my head, I’d give clerics the choice of either smiting or laying on hands (thus absorbing paladins), and druids can be emulated by any spellcaster through choice of spells.)
JOESKY TAX:
ROCKFIST
(Conjuration)
A shell of solid stone coalesces around the spellcaster’s clenched fist.
While the spell is active, the caster can make melee attacks that deal 2d6 bludgeoning damage. The attack and damage rolls are modified by the caster’s spellcasting ability modifier. Whenever doubles are rolled for damage, the target of the attack must succeed a Strength saving throw or be knocked prone.
The spell lasts for one round per caster level. At any time before this duration ends, the caster can hurl the rockfist as a ranged attack against a single target they can see within 60 feet. This also ends the spell.










