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Document 10

Classes

What you've trained to become

Purpose

This document defines what Classes are, how they work, and how to build them. It establishes the mechanics that all Classes follow, then provides template examples.

Classes represent training, profession, and learned capability. Race is what you ARE. Class is what you've BECOME.

What Classes Provide

Every Class provides three things:

1. Abilities

Classes grant abilities of any type:

  • Skills (leveled, tiered, trained)
  • Spells (unleveled, tiered, magical)
  • Traits (binary, passive, innate to the training)

What abilities a Class grants depends on what that Class is FOR. A Fighter grants combat skills. A Mage grants spells. A Thief grants stealth skills. A Peasant grants... not much.

2. Tier Unlocks

Higher-tier abilities become available as you level. A Level 1 Fighter can't learn Tier 4 abilities. A Level 60 Fighter can.

WHEN tiers unlock is defined per Class. A prodigy Class might unlock tiers early. A slow-burn Class might unlock late.

3. Stat Bonuses

Classes grant stat bonuses over time based on what the Class DOES. A Thief practices dexterity constantly, so the Thief Class grants DEX bonuses. A Fighter swings heavy weapons, so the Fighter Class grants STR bonuses.

"You want to know what makes a master thief? Ten thousand locks picked. Twenty thousand pockets lifted. A hundred thousand steps taken in silence. The skills are just proof you did the work. The DEX bonus? That's your fingers remembering."

Tetrahex the Obscure
Tetrahex the ObscureD4

Class Structure

Every Class follows this structure:

CLASS DEFINITION: Name: [Class Name] Purpose: [What this class is FOR] Primary Stats: [Which stats this class uses most] Recommended Minimums: [Soft stat requirements] Progression Table: Level 1: [Starting abilities] Level 10: [Abilities], [Tier unlock], [Stat bonus] Level 20: [Abilities], [Stat bonus] ... Level 100: [Capstone abilities]

Name

What the Class is called. Should convey purpose at a glance.

Purpose

A brief statement of what this Class is FOR. Not fluff. Functional description.

Examples:

  • Fighter: "Front-line martial combat"
  • Thief: "Stealth, infiltration, and precision"
  • Mage: "Arcane magic and scholarly knowledge"
  • Peasant: "Survival and mundane labor"

Primary Stats

Which stats this Class uses most. Guides players on where to invest. Also indicates which stats will receive bonuses.

Examples:

  • Fighter: STR, CON
  • Thief: DEX, REF
  • Mage: INT, WIS
  • Cleric: WIS, CHA

Progression Table

What you get at each level. The heart of the Class.

Recommended Minimums

Classes list recommended minimum stats. These are guidance, not gates.

A STR 6 character CAN take Fighter. They'll struggle with melee combat, miss more often, deal less damage. But the system allows it. The math handles consequences.

This preserves player agency while providing clear guidance. Want to play against type? Go ahead. Just understand the trade-offs.

Fighter Recommended: STR 10+, CON 10+ A Fighter with STR 8 and CON 8 is allowed. They'll have lower hit chance, lower damage, fewer HP. The choice is valid. The consequences are real.

Ability Progression

Skills Use +1 Modifiers

Classes grant Skills as modifiers.

"Power Strike +1" means: - If you DON'T have Power Strike: Learn it at Skill Level 1 - If you ALREADY have Power Strike: Add 1 to your Skill Level

Skills can improve over time as the Class grants additional +1s.

The Level 1 Exception

A Level 1 class grant can NEVER add to an already-learned skill.

If Fighter 1 grants "Power Strike +1" and you already know Power Strike from another source, you get nothing. You already know the basics.

This prevents multiclass dipping abuse. You can't take Level 1 of six different combat classes to stack +6 on a skill.

Example: Character takes Fighter 1: Power Strike +1 → Learns Power Strike (Lvl 1) Character takes Barbarian 1: Power Strike +1 → Already knows it, no bonus Character takes Fighter 10: Power Strike +1 → Now Skill Lvl 2 Character takes Barbarian 10: Power Strike +1 → Now Skill Lvl 3

Spells: Learn or Don't

Spells have no levels. Classes grant spells as "Learn [Spell Name]".

If you already know the spell, nothing happens. Want a stronger version? Learn a higher-tier spell.

Traits: Have or Don't

Traits are binary. Classes grant traits as "Gain [Trait Name]".

If you already have the trait, nothing happens.

"Oh, you already KNOW that skill? How delightful. How very convenient. I'm sure your previous training was absolutely sufficient and you have nothing more to learn. Please, by all means, wade into combat with your Level 1 confidence. I'll be here. Rolling. Waiting."

Sir Critsalot
Sir CritsalotD20

Guidelines

These are suggestions, not rules. Classes can deviate based on purpose.

Tier Unlock Guidelines

TierTypical Unlock
Tier 1Available from Level 1
Tier 2Around Level 10-20
Tier 3Around Level 25-40
Tier 4Around Level 50-70
Tier 5Around Level 80+

A combat-focused Class might unlock tiers faster. A support Class might unlock slower. A Peasant Class might never unlock Tier 3.

Stat Bonus Guidelines

~1 stat point per 10 levels ~10 total stat points by level 100

A combat Class might front-load STR bonuses. A Peasant Class might be stingy. Match the stat distribution to what the Class actually DOES.

Template Classes

The following six templates demonstrate Class design patterns. They are examples, not canonical content.

THESE ARE EXAMPLES ONLY.

TDGS is an engine, not a game. These templates show PATTERNS:
  • How to structure a Class
  • How to pace tier unlocks
  • How to distribute stat bonuses
  • How a high-power Class differs from a low-power Class

Copy them. Modify them. Ignore them entirely. They're models, not scripture.

"A TEMPLATE IS A STARTING POINT. NOT A DESTINATION. I HAVE SEEN A THOUSAND VARIATIONS OF 'FIGHTER' AND EACH ONE THOUGHT IT WAS ORIGINAL. THEY WERE ALL CORRECT."

Hundröd the Uncountable
Hundröd the UncountableD100

Fighter

Purpose: Front-line martial combat

Primary Stats: STR, CON

Recommended Minimums: STR 10+, CON 10+

A Fighter hits things and doesn't die. Simple. Effective. The baseline for martial Classes.

LevelGains
1Power Strike +1, Shield Use +1, Armor Training (Trait)
10Power Strike +1, Battle Cry +1, Unlock Tier 2, +1 STR
20Shield Use +1, Weapon Mastery +1, +1 CON
40Power Strike +1, Cleave +1, Unlock Tier 3, +1 STR, +1 CON
60Weapon Mastery +1, Unstoppable (Trait), Unlock Tier 4, +1 STR
80Power Strike +1, Legend Strike +1, Unlock Tier 5, +1 STR, +1 CON
100Weapon Mastery +1, Undying (Trait), +1 STR, +1 CON

Total Stat Bonuses by 100: +5 STR, +4 CON (9 points)

Design Notes: Front-loads combat skills. Tier unlocks at 10/40/60/80 (steady progression). Traits are passive survivability (Armor Training, Unstoppable, Undying). Heavy STR focus with CON support.

Thief

Purpose: Stealth, infiltration, and precision

Primary Stats: DEX, REF

Recommended Minimums: DEX 10+, REF 10+

A Thief goes where they shouldn't, takes what isn't theirs, and leaves without a trace. Precision over power.

LevelGains
1Sneak +1, Pickpocket +1, Nimble (Trait)
10Sneak +1, Backstab +1, Unlock Tier 2, +1 DEX
20Lockpicking +1, Trap Sense +1, +1 REF
40Sneak +1, Backstab +1, Unlock Tier 3, +1 DEX, +1 REF
60Shadow Step +1, Evasion (Trait), Unlock Tier 4, +1 DEX
80Backstab +1, Assassinate +1, Unlock Tier 5, +1 DEX, +1 REF
100Shadow Step +1, Ghost (Trait), +1 DEX, +1 REF

Total Stat Bonuses by 100: +5 DEX, +4 REF (9 points)

Design Notes: Sneak and Backstab are core, upgraded repeatedly. Tier unlocks match Fighter (steady). Traits enhance mobility and evasion. DEX/REF focus for dodging and precision.

Mage

Purpose: Arcane magic and scholarly knowledge

Primary Stats: INT, WIS

Recommended Minimums: INT 10+, WIS 8+

A Mage wields arcane power through study and intellect. Glass cannon. Devastating offense, fragile defense.

LevelGains
1Learn Fire Bolt (Spell), Learn Arcane Shield (Spell), Arcane Focus +1
10Learn Fireball (Spell), Spell Shaping +1, Unlock Tier 2, +1 INT
20Learn Lightning Bolt (Spell), Arcane Focus +1, +1 WIS
40Learn Meteor (Spell), Learn Teleport (Spell), Unlock Tier 3, +1 INT, +1 WIS
60Learn Time Stop (Spell), Spell Mastery (Trait), Unlock Tier 4, +1 INT
80Learn Disintegrate (Spell), Arcane Focus +1, Unlock Tier 5, +1 INT, +1 WIS
100Learn Wish (Spell), Archmage (Trait), +1 INT, +1 WIS

Total Stat Bonuses by 100: +5 INT, +4 WIS (9 points)

Design Notes: Primarily grants Spells, few Skills. Arcane Focus is the main Skill (improves casting). Tier unlocks match Fighter (steady). INT focus with WIS support. High-tier spells are appropriately dramatic (Time Stop, Wish).

Cleric

Purpose: Divine magic and support

Primary Stats: WIS, CHA

Recommended Minimums: WIS 10+, CHA 8+

A Cleric channels divine power to heal, protect, and smite. The party's backbone.

LevelGains
1Learn Heal (Spell), Learn Bless (Spell), Divine Focus +1
10Learn Smite (Spell), Turn Undead +1, Unlock Tier 2, +1 WIS
20Learn Protection (Spell), Divine Focus +1, +1 CHA
40Learn Resurrection (Spell), Learn Divine Wrath (Spell), Unlock Tier 3, +1 WIS, +1 CHA
60Learn Sanctuary (Spell), Blessed (Trait), Unlock Tier 4, +1 WIS
80Learn Miracle (Spell), Divine Focus +1, Unlock Tier 5, +1 WIS, +1 CHA
100Learn Divine Intervention (Spell), Avatar (Trait), +1 WIS, +1 CHA

Total Stat Bonuses by 100: +5 WIS, +4 CHA (9 points)

Design Notes: Mix of healing, protection, and offensive spells. Divine Focus is the main Skill. Turn Undead is a class-defining Skill. WIS for power, CHA for presence. High-tier abilities are appropriately divine (Miracle, Divine Intervention).

Ranger

Purpose: Ranged combat, tracking, and nature affinity

Primary Stats: DEX, WIS

Recommended Minimums: DEX 10+, WIS 8+

A Ranger excels at range and thrives in the wild. Hybrid of combat and utility.

LevelGains
1Archery +1, Tracking +1, Wilderness Survival (Trait)
10Archery +1, Animal Companion +1, Unlock Tier 2, +1 DEX
20Tracking +1, Camouflage +1, +1 WIS
40Archery +1, Called Shot +1, Unlock Tier 3, +1 DEX, +1 WIS
60Learn Nature's Wrath (Spell), Predator (Trait), Unlock Tier 4, +1 DEX
80Archery +1, Deadeye +1, Unlock Tier 5, +1 DEX, +1 WIS
100Called Shot +1, One With Nature (Trait), +1 DEX, +1 WIS

Total Stat Bonuses by 100: +5 DEX, +4 WIS (9 points)

Design Notes: Primarily Skills with occasional Spell access. Archery is upgraded repeatedly (core identity). Animal Companion is a class-defining Skill. Mix of combat (Archery, Called Shot) and utility (Tracking, Camouflage). DEX for shooting, WIS for perception and nature magic.

Peasant

Purpose: Survival and mundane labor

Primary Stats: CON, WIS

Recommended Minimums: None (anyone can be a peasant)

A Peasant is not a hero. They're an ordinary person doing ordinary things. This template demonstrates low-power Class design.

LevelGains
1Labor +1, Endure (Trait)
10Labor +1, Haggle +1, +1 CON
20Common Sense +1, Unlock Tier 2, +1 WIS
40Labor +1, Animal Handling +1, +1 CON
60Stubborn (Trait), +1 WIS
80Labor +1, Unlock Tier 3, +1 CON
100Survivor (Trait), +1 CON, +1 WIS

Total Stat Bonuses by 100: +4 CON, +3 WIS (7 points)

Design Notes: Fewer abilities than heroic Classes. Tier unlocks are SLOW (Tier 2 at 20, Tier 3 at 80, never reaches Tier 4 or 5). Fewer stat bonuses (7 instead of 9). Abilities are mundane (Labor, Haggle, Common Sense). Traits emphasize endurance over power. A Level 100 Peasant is remarkably resilient but not heroic.

"You laugh at the Peasant Class. But I've seen a Level 80 Peasant outlast a Level 40 Fighter through sheer stubbornness. He couldn't kill the dragon, but the dragon couldn't make him quit. Eventually, the dragon got bored and left. That's a victory."

Decimancer
DecimancerD10

Building Your Own Classes

When designing a Class, ask these questions:

1. What is this Class FOR?

Be specific. "Combat" is too vague. "Front-line martial combat with sword and shield" is better. "Dealing maximum damage while ignoring personal safety" is even better.

Purpose drives every other decision.

2. What stats matter?

Pick 1-2 primary stats. These are:

  • What the Class uses for its abilities
  • What the Class grants bonuses to
  • What players should invest in

3. What abilities define this Class?

Every Class has 2-3 "core" abilities that get upgraded repeatedly. For Fighter, it's Power Strike and Weapon Mastery. For Thief, it's Sneak and Backstab.

These are the Class identity. Everything else is support.

4. How fast should power scale?

Heroic Classes unlock tiers on schedule and grant full stat bonuses. Low-power Classes unlock slower and grant less.

Match the scaling to the fantasy. A "Berserker" might front-load offense and unlock Tier 3 early. A "Scholar" might unlock slowly but have broader utility.

5. What makes this Class different?

If your Class feels like another Class with different names, reconsider. Classes should have distinct identities.

Fighter and Barbarian both hit things. What makes them different? Barbarian might:

  • Trade armor for damage
  • Have rage-based abilities
  • Grant more STR but less CON
  • Unlock offensive tiers faster, defensive tiers slower

Differentiation creates meaningful choice.

"Every class tells a story. Not with words. With numbers. The Fighter's story is steady growth and reliable power. The Thief's story is precision and opportunity. The Peasant's story is survival against all odds. What story does your class tell?"

Nyxara Tidelight
Nyxara TidelightD12

Multiclassing

Characters can have levels in multiple Classes. Here's the summary:

  • Unrestricted: Any Class, any combination
  • Single XP Pool: XP is earned once, player chooses how to split
  • Separate Progression: Level 20 Fighter / Level 10 Thief pays Journeyman costs for Fighter levels, Novice costs for Thief levels
  • Level 1 Exception: Taking Level 1 of a new Class doesn't add to already-learned Skills

Multiclassing lets players build hybrids. A Fighter/Mage. A Thief/Ranger. A Cleric/Fighter. The system doesn't restrict. The math handles it.

Summary

ComponentDescription
Classes ProvideAbilities, Tier Unlocks, Stat Bonuses
StructureName, Purpose, Primary Stats, Progression Table
Skills+1 system, can improve, Level 1 exception
SpellsLearn or don't, no +1 system
TraitsHave or don't, no +1 system
Tier GuidelinesT1=1, T2=10-20, T3=25-40, T4=50-70, T5=80+
Stat Guidelines~1 per 10 levels, ~10 total by level 100

Templates demonstrate patterns. Adapt them to your needs.

"You know what's great about building a class? It's like building a campfire! You start with something small, add fuel bit by bit, and before you know it WHOOSH! Beautiful flames everywhere! Sure, your first one might not work. Might even explode! But that's just learning, friend. Now go make something and set it on fire! Metaphorically! Or literally! I support both!"

Flamey Eight-ball
Flamey Eight-ballD8

Document Status

Status: Canonical

This document defines Class mechanics and provides template examples for TDGS. All Classes in TDGS-based systems should follow the structure and mechanics defined here.