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Which OSR game has the most classes?

Started by weirdguy564, February 28, 2023, 05:51:50 PM

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estar

I have a fair amount classes in my Majestic Fantasy RPG

Clerics with 10 subtypes for each of the major deities.
Fighter, Paladin, Myrmidon, Berserker, and Soldier.
Magic Users, Mage, Wizards, Artificers, Theurgists, and Runecasters.
Burglar, Thug, Merchant Adventurer, Claw of Kalis, and Mountebank.




David Johansen

I don't know about "most" but my Dark Passages rules have.

Fighters
Knights
Archers
Paladins
Rangers
Rogues (fighter thief)
Thieves
Wizards (full arcane caster)
Priests (full divine caster)
Clerics (fighter / divine)
Druids
Hierophants (arcane / divine)

In practice, some of the builds didn't work well but there you go.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Armchair Gamer

Quote from: Spinachcat on February 28, 2023, 07:32:28 PM
I wonder why we haven't had an OSR Kits book as an homage to the 2e days?

I could see that being a hit...if done right.

  One exists for the 2E retroclone For Gold & Glory: The Player's Guide to Adventurers by CS Barnhart and Mad Martian Games. It's available at Lulu and DTRPG, and has made Silver at the latter. It uses an XP modification system to aid in balancing them.

Armchair Gamer

Quote from: DocJones on February 28, 2023, 08:16:05 PM
I guess if you consider it Old School...

Rolemaster Classic Professions (~Classes)

  That list is only 'standard' professions. There's also the Elemental Companion professions, Alchemy Companion, Oriental Companion, Gothic-Fantasy and Science-Fantasy from RMCVI, and the Campaign Classics books ...

Venka

Quote from: VisionStorm on March 01, 2023, 01:37:39 PM
Quite possibly the only Complete X Handbook that truly sucked was the Complete Psionicists Handbook, and that's because the class itself sucked major leagues and TSR/WotC never managed to make psionics work.

Honestly we have pretty much the opposite impressions.

For me the worst was the Priest handbook.  Many of the priest concepts were "how to be really annoying with some roleplay", like the noble priest who had to pay extra but could get away with being a giant dickface and could freeload places.  The one that made me the most mad was the monk, which was a priest kit, which gave up his armor in exchange for some truly stupid unarmed fighting shit.

Kits were all over the place in power levels too.  It was easy to find kits that were worse than the real class, and ones that were way better.  Each kit usually had one or two really important features, and gave up things that weren't very important, so it was set up to be powergamey, but in practice only some were. 

The Complete Psionic, however, was extremely interesting, with all manner of careful descriptions and cool things, and the psionicist was so powerful as to be reasonably broken.  I had to houserule that a creature with magic resistance but no psionic resistance got to roll magic resistance (at a reduced percent), because you could just annihilate powerful dragons at medium level solo otherwise.  That class was super good if you put it together correctly, and a lot of players interacted with it over my years DMing that game.

Anyway, to OP's question, I saw others had brought up ACKS, but here's what they have:
In the Adventurer Conqueror King System Core rules, it begin with the core four, Fighter, Mage, Cleric, Thief.  Then it adds Assassin, Bard, Bladedancer, and Explorer.  Then it adds the demi-human classes, Dwarven Vaultguard, Dwarven Craftpriest, Elven Spellsword, and Elven Nightblade.  By my count this is 12 in the main book.
Then the player's companion comes in and adds 19 more, for a total of 31 (this adds the Paladin and Antipaladin, the Barbarian, Dwarven Delver, Dwarven Fury, Dwarven Machinist, Elven Courtier, Elven Enchanter, Elven Ranger, Gnomish Trickster, Mystic, Wonderworker, Priestess, Shaman, Gladiator, Venturer, Warlock, Witch, and Ruinguard).

So that's quite a bit.

Meanwhile, over in Hyperborea, the core rulebook gives you 26 right out the gate- starting with the core 4 (Fighter, Magician, Cleric, Thief), and then adding in 22, some of which are hybrids and others which simply go in another direction (Barbarian, Berserker, Cataphract, Huntsman, Paladin, Ranger, Warlock, Cryomancer, Illusionist, Necromancer, Pyromancer, Witch, Druid, Monk, Priest, Runegraver, Shaman, Assassin, Bard, Legerdemainist, Purloiner, and Scout).

These are definitely games with a good number of options for character classes I feel.

VisionStorm

Quote from: Venka on March 02, 2023, 10:37:29 PM
Quote from: VisionStorm on March 01, 2023, 01:37:39 PM
Quite possibly the only Complete X Handbook that truly sucked was the Complete Psionicists Handbook, and that's because the class itself sucked major leagues and TSR/WotC never managed to make psionics work.
The Complete Psionic, however, was extremely interesting, with all manner of careful descriptions and cool things, and the psionicist was so powerful as to be reasonably broken.  I had to houserule that a creature with magic resistance but no psionic resistance got to roll magic resistance (at a reduced percent), because you could just annihilate powerful dragons at medium level solo otherwise.  That class was super good if you put it together correctly, and a lot of players interacted with it over my years DMing that game.

How?!?

The vast majority of psionic powers were barely passable or outright sucked, with the exception of Disintegrate, which is the only power I've ever heard mentioned throughout the years any time I probed people making these claims about how overpowered the class supposedly was. And even that power wasn't that great, since it had prohibitive costs, did absolutely nothing if the target made their save or you failed your activation roll (which spell casters don't have to make), and was a single power.

Everything else was barely OK or abject trash (or made trash by prohibitive activation/maintenance costs if they were otherwise potentially good abilities)—which wasn't even entirely what I meant when I said that the class "sucked" in my prior post. I was mostly talking about implementation, but it terms of raw power, outside of a SINGLE ability that everyone calling it "OP" judges the entire class by, the class is next to useless most of the time. And the things it does well, spell casters can do as well. Plus psionic combat (one of its cool, but ultimately pointless selling points) basically cancels it out, since it reduces psionicists to wasting each other's PSP, and by the time one of them runs out, the other one is so low in PSP they're basically out of the fight as well.

As for kits and power levels? You kinda had to nitpick to find kits that were truly weaker or more powerful than the rest. Most of them just added flavor and maybe a bit of extra power plus a few setbacks on top of a class that still did most of the work. Though, I was so used to houseruling stuff, ignoring RAW or ruling that stuff I found egregious simply didn't exist in my game that it was hardly an issue for me, even to the extend that it was true. Plus kits were far easier to adjust than the Psionicist class, which was broken at the core and needed more than mere adjustment.

David Johansen

Quote from: Armchair Gamer on March 01, 2023, 07:19:02 PM
Quote from: DocJones on February 28, 2023, 08:16:05 PM
I guess if you consider it Old School...

Rolemaster Classic Professions (~Classes)

  That list is only 'standard' professions. There's also the Elemental Companion professions, Alchemy Companion, Oriental Companion, Gothic-Fantasy and Science-Fantasy from RMCVI, and the Campaign Classics books ...

I've never understood why people always cut Rolemaster back.  It's not a game you turn to if you want less.
Fantasy Adventure Comic, games, and more http://www.uncouthsavage.com

Venka

#22
Quote from: VisionStorm on March 03, 2023, 07:50:14 AM
How?!?

The vast majority of psionic powers were barely passable or outright sucked, with the exception of Disintegrate, which is the only power I've ever heard mentioned throughout the years any time I probed people making these claims about how overpowered the class supposedly was.

Psionic disintegrate was a bit more powerful than the wizard spell, because it didn't have a casting time of 6, and wasn't subject to various other defenses that might protect you from a 6th level spell.  It could also be learned way earlier, but was extremely expensive and wasn't as reliable (you could fail your check like everything else).  While certainly your psionicist might use disintegrate, that wasn't why he was so powerful.  Not discussed as much is detonate, which instantly destroys non-free-willed undead with no saving throw.  Also instant victory against robots it seems.

Psionicists really excel at fucking up powerful single targets.  This is a very desired trait in D&D combat generally.  You brought up Disintegrate, but there's also:

Banishment allows no save or magic resistance and temporarily teleports a creature to a pocket dimension.  This is incredibly powerful, and if you are banishing someone who can teleport right back, well, you get into a "psychic contest", which, as you might imagine, your psionicist is reasonably well versed in.  Even if they suceed, you still traded your action for theirs.  This ability is the most broken in practice, of the single target offensive ones that aren't mental (non-contact).
Contact is the prereq for all the direct mind powers.  It is incredibly powerful against anything that is not psionic.  Also, you can do it before combat as long as they are basically on the same planet.
Domination allows a save and requires contact, but is still extremely powerful because it gets around magical defenses shy of Mind Blank.
Double Pain requires a touch but offers no save, and halves the effective hit points of whatever you are up against. 
Ego Whip Since you get contact pretty much for free against most things, here you just get to roll a d4 and they get -5 to everything for that many rounds.  This also turns off most powerful spells.  There's no save!
Id Insinuation Again if you have contact, you just do your power check, spend your points, and your target can do nothing for d4 rounds.  Yes, the power check can fail, but that's way less likely than a saving throw would be to succeed, especially at high levels.  A psionicist with hot hands can solo a dragon with this starting at mid level, and even if you are only averagely lucky you are still contributing a lot.

There's other attacks, but honestly, Id Insinuation is extremely meaningful because of the lack of saving throw.  All telepathy is just flat busted for that reason- the entire contact system is only kind of fair versus other telepathic creatures (and mostly because it takes a bit to claw your way in), and the vast majority of things aren't telepathic.  The abilities that require contact mostly rely on a somewhat difficult power check, which can be mitigated a bunch of ways as a psion gains levels- meanwhile, the entire rest of the game is designed around saving throws that become more reliable as the game goes on. 

But that's not all.  Metapsionics allows for a variety of force multiplication.  No one used the term back then, but "action economy" is the name of the game for Split Personality, which allows you to cast two powers per round, meaning that now you can gain contact and totally wreck someone in the same round, and Splice, a further multiplier on top of that.  Split Personality ability was absolutely ubiquitous amongst mid to high level PCs who took this class, and high level psions would use both.

There were also several potent defenses.  There was Intertial Barrier, and some other crazy thing that I think got added after in a different splatbook.  But even with just the stuff in the Complete Psionics, you were one fucking grade A mental beast.


QuoteEverything else was barely OK or abject trash (or made trash by prohibitive activation/maintenance costs if they were otherwise potentially good abilities)

It's true that the really powerful abilities I list above have high costs, but generally you're willing to pay them when it comes time to completely wiping out some very powerful enemy.  Basically nothing would stand in your way versus a single powerful target.  There are many other powers that are very efficient- making tiny blasts, giving yourself a stupid weapon that you are kind of good with, dominating a few weak guys to attack other weak guys in a situation that has a bunch of weak guys- but overall there's a bunch of great ways to handle those situations in D&D.  Also note that not only were PSPs somewhat generous towards mid levels, but that there is a power that doubles them and magical items that can help too.

QuoteAnd the things it does well, spell casters can do as well.
There's not much else that allows you two or more 60% chances of robbing a great wyrm red dragon of 1d4 rounds, with no save or magic resistance.  Per round.


QuotePlus psionic combat (one of its cool, but ultimately pointless selling points) basically cancels it out, since it reduces psionicists to wasting each other's PSP, and by the time one of them runs out, the other one is so low in PSP they're basically out of the fight as well.

If an enemy psion is present and you have no better options, wasting their time and PSPs on mental combat is still way better than them steering your fighter up your colon, or robbing your wizard of 4 rounds of casting with no save.  Given that psychics also have powers that can interfere with or increase the costs of enemies, you would DEFINITELY want a psionicist on your team if the enemy team has one.  The possible presence of enemy psionicists makes your own more valuable, not less.

VisionStorm

Quote from: Venka on March 03, 2023, 02:49:03 PM
Quote from: VisionStorm on March 03, 2023, 07:50:14 AM
How?!?

The vast majority of psionic powers were barely passable or outright sucked, with the exception of Disintegrate, which is the only power I've ever heard mentioned throughout the years any time I probed people making these claims about how overpowered the class supposedly was.

Psionic disintegrate was a bit more powerful than the wizard spell, because it didn't have a casting time of 6, and wasn't subject to various other defenses that might protect you from a 6th level spell.  It could also be learned way earlier, but was extremely expensive and wasn't as reliable (you could fail your check like everything else).  While certainly your psionicist might use disintegrate, that wasn't why he was so powerful.  Not discussed as much is detonate, which instantly destroys non-free-willed undead with no saving throw.  Also instant victory against robots it seems.

Psionicists really excel at fucking up powerful single targets.  This is a very desired trait in D&D combat generally.  You brought up Disintegrate, but there's also:

Banishment allows no save or magic resistance and temporarily teleports a creature to a pocket dimension.  This is incredibly powerful, and if you are banishing someone who can teleport right back, well, you get into a "psychic contest", which, as you might imagine, your psionicist is reasonably well versed in.  Even if they suceed, you still traded your action for theirs.  This ability is the most broken in practice, of the single target offensive ones that aren't mental (non-contact).
Contact is the prereq for all the direct mind powers.  It is incredibly powerful against anything that is not psionic.  Also, you can do it before combat as long as they are basically on the same planet.
Domination allows a save and requires contact, but is still extremely powerful because it gets around magical defenses shy of Mind Blank.
Double Pain requires a touch but offers no save, and halves the effective hit points of whatever you are up against. 
Ego Whip Since you get contact pretty much for free against most things, here you just get to roll a d4 and they get -5 to everything for that many rounds.  This also turns off most powerful spells.  There's no save!
Id Insinuation Again if you have contact, you just do your power check, spend your points, and your target can do nothing for d4 rounds.  Yes, the power check can fail, but that's way less likely than a saving throw would be to succeed, especially at high levels.  A psionicist with hot hands can solo a dragon with this starting at mid level, and even if you are only averagely lucky you are still contributing a lot.

There's other attacks, but honestly, Id Insinuation is extremely meaningful because of the lack of saving throw.  All telepathy is just flat busted for that reason- the entire contact system is only kind of fair versus other telepathic creatures (and mostly because it takes a bit to claw your way in), and the vast majority of things aren't telepathic.  The abilities that require contact mostly rely on a somewhat difficult power check, which can be mitigated a bunch of ways as a psion gains levels- meanwhile, the entire rest of the game is designed around saving throws that become more reliable as the game goes on. 

But that's not all.  Metapsionics allows for a variety of force multiplication.  No one used the term back then, but "action economy" is the name of the game for Split Personality, which allows you to cast two powers per round, meaning that now you can gain contact and totally wreck someone in the same round, and Splice, a further multiplier on top of that.  Split Personality ability was absolutely ubiquitous amongst mid to high level PCs who took this class, and high level psions would use both.

There were also several potent defenses.  There was Intertial Barrier, and some other crazy thing that I think got added after in a different splatbook.  But even with just the stuff in the Complete Psionics, you were one fucking grade A mental beast.


QuoteEverything else was barely OK or abject trash (or made trash by prohibitive activation/maintenance costs if they were otherwise potentially good abilities)

It's true that the really powerful abilities I list above have high costs, but generally you're willing to pay them when it comes time to completely wiping out some very powerful enemy.  Basically nothing would stand in your way versus a single powerful target.  There are many other powers that are very efficient- making tiny blasts, giving yourself a stupid weapon that you are kind of good with, dominating a few weak guys to attack other weak guys in a situation that has a bunch of weak guys- but overall there's a bunch of great ways to handle those situations in D&D.  Also note that not only were PSPs somewhat generous towards mid levels, but that there is a power that doubles them and magical items that can help too.

QuoteAnd the things it does well, spell casters can do as well.
There's not much else that allows you two or more 60% chances of robbing a great wyrm red dragon of 1d4 rounds, with no save or magic resistance.  Per round.


QuotePlus psionic combat (one of its cool, but ultimately pointless selling points) basically cancels it out, since it reduces psionicists to wasting each other's PSP, and by the time one of them runs out, the other one is so low in PSP they're basically out of the fight as well.

If an enemy psion is present and you have no better options, wasting their time and PSPs on mental combat is still way better than them steering your fighter up your colon, or robbing your wizard of 4 rounds of casting with no save.  Given that psychics also have powers that can interfere with or increase the costs of enemies, you would DEFINITELY want a psionicist on your team if the enemy team has one.  The possible presence of enemy psionicists makes your own more valuable, not less.

Fair enough. It's been ages since I've had psionicists in play, so I forgot about lots of those. Plus I only really played them in Dark Sun, where literally everyone and their mother has psionic abilities, making them harder to push around like that. Still, a lot of this goes to show how badly implemented the class was. Characters should not be able to effortlessly stun-lock enemies like that--even weaker ones, much less dragons and stuff.

Eric Diaz

#24
I think Fantastic Heroes & Witchery deserves mention here, lots of classes, sub-classes, meta classes, weird classes, NPC classes, etc.

One of the coolest OSR games out there.

Also, Blood & Treasure has 13 PC classes but each has a "Variation", so maybe about 26... awesome game.

My Old School Feats does "feat package sub-classes", basically a collection of feats, but these are just suggestions. There are about... 35... a respectable number, I think. Notice that classes get about 3 to 7 feats by level 14 (there are 74 feats total, and you are not limited to your class feast), so the options are basically endless.

Here they are:

---
Feat packages are an easy way to pick feats according to a chosen archetype. They are optional; players may choose to ignore them altogether. You do not need to pick a package until level 2, since usually characters do not get feats on level 1.

Each archetype has a number of suggested feats. You can pick them in any order. For players picking their own feats, this serves as a suggestion. For DMs, it is an easy way to quickly add feats to an existing NPC. For example, if the NPC is a 7th level Fighter and fits the knight archetype, simply pick two feats of the list below. If unsure (or if you have more feats to pick than your package), just pick the feats on the Fighter other classes are marked with a letter in parentheses. For example, a Monk/Mystic (Fighter) has "Evasion (T)", which is a thief (T) feat.

Cleric
Any cleric*. Aura of courage, Healer.
Druid. Nature Guardian, Signature spell: Polymorph self (M).
Heretic/Evil Cleric. Aura of fear, Command undead, Smite.
War priest. Crusader, Smite.
* Heretics might avoid these feats.

Dwarf
Any dwarf. Toughness (F).
Dwarven priest. Dilettante cleric (G), Healer (C).
Dwarven slaughterer. Unarmored defense (F), Favored enemy (F).
Ironclad dwarf. Armor master (F), Shield Expert (F).

Elf
Any Elf. Alertness (G).
Wood Elf. Wilderness explorer (F), Nature guardian Variant (C).
High Elf. Signature spell (M), White Magic (M).
Shadow elf. Dilettante thief (G), Poisoner (T).

Fighter
Any Fighter. Cleave I, Extra attack, Weapon Master I.
Barbarian/Berserker. Savage attacker, Unarmored defense, Toughness.
Knight. Armor master, Commander.
Monk/Mystic. Martial Artist, Unarmored defense, Mobile, Acrobatics (T).
Paladin. Dilettante cleric (G), Aura of Courage (C).
Ranger/Hunter. Alertness, Favored enemy, Predator, Wilderness Expert.
Swashbuckler. Finesse, Acrobatics (T).
Warlord. Commander, Leadership (G),

Halfling
Any Halfling. Finesse (F).
Halfling sharpshooter. Weapon Master I (F) - bows or crossbows.
Halfling burglar. Dilettante thief (G).

Magic-user
Any Magic-user. Signature spell, Arcane Scholar.
Psionicist. Silent casting, Innate sorcery.
Sorcerer. Innate Sorcery, Metamagic.
Warlock. Arcane Artillery. Battle Mage I.
White Mage. White magic, Healing (C).

Thief
Any Thief. Nimbleness, Sneak Attack I.
Acrobat. Acrobatics, Reflex.
Assassin. Disguise, Poisoner.
Bard. Charmer, Dilettante mage (G).
Mountebank. Charmer, Alchemy.
Thug. Flanker, Savage Attacker (F).
Trickster. Artifact hunter, Dilettante mage (G).

https://www.drivethrurpg.com/product/407233/Old-School-Feats-OSR?src=newest
Chaos Factory Books  - Dark fantasy RPGs and more!

Methods & Madness - my  D&D 5e / Old School / Game design blog.

Eric Diaz

Quote from: weirdguy564 on February 28, 2023, 05:51:50 PM

I'm not a fan of race-as-class if I'm honest.

So I'm wondering which OSR game has the most classes you can be.  I'm thinking it has to be either Shadow of the Demon Lord, though you start that game as one of the classic four.  Customization comes later as you level.

The other game I think of is Castles and Crusades.  The 7th printing I have has 13 classes. 

Any other games that has a lot?

BTW, OS Feats does have rules for race separated from class, and SotDL is a big inspiration: I start with four classes, and you can customize as you level up.

This is great for avoiding analysis paralysis IMO.
Chaos Factory Books  - Dark fantasy RPGs and more!

Methods & Madness - my  D&D 5e / Old School / Game design blog.

Tasty_Wind

Survive This! Fantasy has 19, and almost as many races.

KenCoxy

#27
It's nice to see someone interested in OSR games. Have you checked out Labyrinth Lord yet? It's an OSR game with 21 classes, and you'll like it. I recommend Lamentations of the Flame Princess as well. It has 16 classes, ranging from the standard fighter and wizard to more unique options like assassin and specialist. The game also has some very cool and quirky spells to play with. You can also click here and purchase additional accessories on the playground to diversify and enhance the gaming experience. I wish you a fun game and good luck with your game choice.

DocJones

Quote from: KenCoxy on April 05, 2023, 10:33:21 AM
You can also click here and purchase additional accessories on the playground to diversify and enhance the gaming experience.
WTF?