Saturday, November 29, 2025

The Birth of Subclasses

During the life of AD&D 2E, they released these books in the "Complete" line, which introduced "kits" for the various classes, allowing you to flavor your class along a particular theme, such as a pirate, swashbuckler, barbarian, or gladiator. This was the birth of the subclass, and also a lot of the "spin-off" classes, such as the barbarian in later editions.

The kits were a small collection of proficiencies, suggested gear, and minor bonuses for a particular character type, and they were cool and fun. They were not that complex or in-depth, and they did not have leveled bonuses or ability progression. All they were was a set of modifiers, kit abilities, limitations, and other modifications.

Subclasses that become treed progression paths and that load new abilities on you every few levels are far too much overkill for a fantasy game. In the end, a barbarian should be a "fighter kit" and not its own class, and the barbarian with subclasses feels like going into far too much depth for a game that is supposed to be simple and straightforward.

Subclasses these days feel too overdone, and classes that should be subclasses (barbarian) end up being their own class. There is something to be said for "keeping all fighters under fighter," using simple kits to flavor the fighter, and keeping the core class identity strong. We end up with a bloated game that is not easy anymore, and classes that go too in-depth with subclass progression, and the complexity shoots out of the roof.

I could say even Old School Essentials suffers from the "too many specific classes" problem, too, along with many OSR games that just keep adding and adding without putting a foot down to keep the game's design clean, streamlined, simple, and uncluttered.

Kits are "class flavors," and they work well that way, and help us differentiate one fight from another. Yes, there can be more generic fighters, but gladiators are a special flavor of fighter; they are still fighters at heart and should not stray too far from the core fighter concepts and core abilities.

And they are optional. Can you be a "gladiator" without them, just using the core book? Yes, pick a fighter and say you are. Do these add flavor? Yes.

These books work perfectly with For Gold & Glory, the 2E retro-clone that stands out as a perfect, community-supported, throwback 2E set of rules with one of the most generous redistribution policies I have seen in the OSR. One of the things I love about AD&D 2E is that TSR positioned the game as a competitor to GURPS 3E in the late 1990s, and they made an honest attempt to be "everything generic fantasy" by splitting out the D&D, setting-specific, and generic fantasy parts in distinct lines of books. This wasn't TSR "dividing the market" more than it was "making sure the core line of books could be used with any specific setting." The "Complete" line of books could be used with the Forgotten Realms just as well as they could with Dark Sun.

Contrast that with today, we get new 5.5E Forgotten Realms books with subclass options that everyone will backport into every setting anyway, and all of a sudden, everything is a mixed-up mess in a stewpot. Today's organization of books and setting guides is one long run-on mess of content.

I love the organization of the product lines in AD&D 2E. It makes sense to me: I can focus on a specific setting, have the rules-sourcebooks that support it, and a core of the 2E rules forming the foundation. The idea that TSR published too many campaign settings is a simplification; they should have just focused on the Realms and Dark Sun, possibly combining Birthright and Greyhawk, and the Realms and Spelljammer.

Then again, Dark Sun never really had a great direction in 2E, and the setting feels like the lore ran dry, and nothing interesting was happening after the dragon kings were deposed.

Ravenloft should have been expanded to a whole world to take on Vampire: The Masquerade, along with a LARP option. This is where they lost a lot of ground in fantasy role-playing in the 1990s. Vampire and Magic: The Gathering were the death of D&D.

The Complete books work perfectly with FG&G, and if you want a source of "subclass-lite" kits for your game, check these out. I like this design theory; they aren't writing hundreds of pages of new classes, and the kits aren't all that complicated. They serve as "flavoring" for a class that can seem a bit dry and dull, turning it into something unique, special, and fitting its purpose in the world.

And you are not supposed to use everything in every Complete book. If you have a gladiator-themed game, just use that with the core rules, and don't try to use everything in every book. Again, the design theory feels like GURPS: you don't use it all at once; just stick with the core rules and drop in the bits you need. Again, this is unlike 5E these days, where our character creation tools bloat and die with too many options. I have had new players get scared off by those bloated tools in my 5E game, and I dislike them.

If you play a lot of 2E and are looking for optional expansions for FG&G, check this line out. These are worthy.

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