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."
Class Structure
Every Class follows this structure:
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.
Ability Progression
Skills Use +1 Modifiers
Classes grant Skills as modifiers.
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.
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."
Guidelines
These are suggestions, not rules. Classes can deviate based on purpose.
Tier Unlock Guidelines
| Tier | Typical Unlock |
|---|---|
| Tier 1 | Available from Level 1 |
| Tier 2 | Around Level 10-20 |
| Tier 3 | Around Level 25-40 |
| Tier 4 | Around Level 50-70 |
| Tier 5 | Around 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
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.
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."
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.
| Level | Gains |
|---|---|
| 1 | Power Strike +1, Shield Use +1, Armor Training (Trait) |
| 10 | Power Strike +1, Battle Cry +1, Unlock Tier 2, +1 STR |
| 20 | Shield Use +1, Weapon Mastery +1, +1 CON |
| 40 | Power Strike +1, Cleave +1, Unlock Tier 3, +1 STR, +1 CON |
| 60 | Weapon Mastery +1, Unstoppable (Trait), Unlock Tier 4, +1 STR |
| 80 | Power Strike +1, Legend Strike +1, Unlock Tier 5, +1 STR, +1 CON |
| 100 | Weapon Mastery +1, Undying (Trait), +1 STR, +1 CON |
Total Stat Bonuses by 100: +5 STR, +4 CON (9 points)
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.
| Level | Gains |
|---|---|
| 1 | Sneak +1, Pickpocket +1, Nimble (Trait) |
| 10 | Sneak +1, Backstab +1, Unlock Tier 2, +1 DEX |
| 20 | Lockpicking +1, Trap Sense +1, +1 REF |
| 40 | Sneak +1, Backstab +1, Unlock Tier 3, +1 DEX, +1 REF |
| 60 | Shadow Step +1, Evasion (Trait), Unlock Tier 4, +1 DEX |
| 80 | Backstab +1, Assassinate +1, Unlock Tier 5, +1 DEX, +1 REF |
| 100 | Shadow Step +1, Ghost (Trait), +1 DEX, +1 REF |
Total Stat Bonuses by 100: +5 DEX, +4 REF (9 points)
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.
| Level | Gains |
|---|---|
| 1 | Learn Fire Bolt (Spell), Learn Arcane Shield (Spell), Arcane Focus +1 |
| 10 | Learn Fireball (Spell), Spell Shaping +1, Unlock Tier 2, +1 INT |
| 20 | Learn Lightning Bolt (Spell), Arcane Focus +1, +1 WIS |
| 40 | Learn Meteor (Spell), Learn Teleport (Spell), Unlock Tier 3, +1 INT, +1 WIS |
| 60 | Learn Time Stop (Spell), Spell Mastery (Trait), Unlock Tier 4, +1 INT |
| 80 | Learn Disintegrate (Spell), Arcane Focus +1, Unlock Tier 5, +1 INT, +1 WIS |
| 100 | Learn Wish (Spell), Archmage (Trait), +1 INT, +1 WIS |
Total Stat Bonuses by 100: +5 INT, +4 WIS (9 points)
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.
| Level | Gains |
|---|---|
| 1 | Learn Heal (Spell), Learn Bless (Spell), Divine Focus +1 |
| 10 | Learn Smite (Spell), Turn Undead +1, Unlock Tier 2, +1 WIS |
| 20 | Learn Protection (Spell), Divine Focus +1, +1 CHA |
| 40 | Learn Resurrection (Spell), Learn Divine Wrath (Spell), Unlock Tier 3, +1 WIS, +1 CHA |
| 60 | Learn Sanctuary (Spell), Blessed (Trait), Unlock Tier 4, +1 WIS |
| 80 | Learn Miracle (Spell), Divine Focus +1, Unlock Tier 5, +1 WIS, +1 CHA |
| 100 | Learn Divine Intervention (Spell), Avatar (Trait), +1 WIS, +1 CHA |
Total Stat Bonuses by 100: +5 WIS, +4 CHA (9 points)
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.
| Level | Gains |
|---|---|
| 1 | Archery +1, Tracking +1, Wilderness Survival (Trait) |
| 10 | Archery +1, Animal Companion +1, Unlock Tier 2, +1 DEX |
| 20 | Tracking +1, Camouflage +1, +1 WIS |
| 40 | Archery +1, Called Shot +1, Unlock Tier 3, +1 DEX, +1 WIS |
| 60 | Learn Nature's Wrath (Spell), Predator (Trait), Unlock Tier 4, +1 DEX |
| 80 | Archery +1, Deadeye +1, Unlock Tier 5, +1 DEX, +1 WIS |
| 100 | Called Shot +1, One With Nature (Trait), +1 DEX, +1 WIS |
Total Stat Bonuses by 100: +5 DEX, +4 WIS (9 points)
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.
| Level | Gains |
|---|---|
| 1 | Labor +1, Endure (Trait) |
| 10 | Labor +1, Haggle +1, +1 CON |
| 20 | Common Sense +1, Unlock Tier 2, +1 WIS |
| 40 | Labor +1, Animal Handling +1, +1 CON |
| 60 | Stubborn (Trait), +1 WIS |
| 80 | Labor +1, Unlock Tier 3, +1 CON |
| 100 | Survivor (Trait), +1 CON, +1 WIS |
Total Stat Bonuses by 100: +4 CON, +3 WIS (7 points)
"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."
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?"
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
| Component | Description |
|---|---|
| Classes Provide | Abilities, Tier Unlocks, Stat Bonuses |
| Structure | Name, Purpose, Primary Stats, Progression Table |
| Skills | +1 system, can improve, Level 1 exception |
| Spells | Learn or don't, no +1 system |
| Traits | Have or don't, no +1 system |
| Tier Guidelines | T1=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!"
Document Status
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.