Summary
- Some TTRPG systems, like Knave and Fate, offer freedom with classless character creation.
- Call of Cthulhu allows flexible character attributes without classes.
- Games like RuneQuest and Ten Candles let players access magic or be ordinary people in unique settings devoid of classes.
As tabletop RPGs rely on player-made characters, there are rules enforced in order for players to be able to easily create balanced characters that fit into the world and lore of the system they are currently playing, as seen in popular games like Pathfinder and Dungeons & Dragons.
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There are players who might wish for a bit more freedom rather than resigning themselves to a certain type of character, and fortunately for these players, there are systems that allow exactly this. It might just be that they don't subscribe to stringent classes, or simply opt to abolish them altogether. These systems are perfect for TTRPG players wanting more freedom of choice.
7 Vampire: The Masquerade
The Caitiff are Clanless Vampires
- Franchise
- Vampire the Masquerade
- Original Release Date
- July, 1991
- Publisher
- White Wolf Publishing, Onyx Path Publishing, Modiphius Entertainment, Renegade Game Studios
- Designer
- Mark Rein-Hagen, Graeme Davis, Tom Dowd, Lisa Stevens, Stewart Wieck
- Player Count
- 2+
- Age Recommendation
- 18+
Vampire: The Masquerade is set in a fictionalized version of the real world, as vampires and other supernatural creatures live among humans in secrecy. Each vampire belongs to clan, descended from the Antediluvian who founded their lineage, and each of these clans comes with their own powers and weaknesses. And then, there are the Caitiff, the clanless vampires for players who don't want to be relegated to a certain archetype.
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With no Antediluvian, players who choose a Caitiff have a little more freedom, as they get to pick and mix attributes to create their own ideal vampire. Though this comes with its own penalties in play, as they are often snubbed by other vampires, it is still the perfect choice for players who are seeking games without strict class rules.
6 Knave
The Classless System Allows Characters to be Multi-Faceted
- Release Year: 2018
- Designer(s): Ben Milton
- Publisher(s): L.F. OSR
Not everyone wants to be squared away in one class or archetype, as this can severely limit their usefulness in certain situations, and in a sense, it decides what kind of character they are going to be. But luckily, Knave is here to save the day, as this classless sytem allows players to be a jack of all trades, opening up more doors for them.
Any and all PCs have it in them to cast spells, make use of any armor or weapon they find, and even summon miracles from the heavens. They are only restricted in terms of imagination, skills they may focus on, and what they can carry in their limited inventory. This freedom of play is what makes Knave so fun, and it allows players to jump into a game rather than spending the entire first session flipping through a huge rulebook and filling out a character sheet.
5 Ironsworn
Fulfill Whatever Vow is Sworn
- Release Year: 2018
- Designer(s): Shawn Tomkin
- Publisher(s): Shawn Tomkin
In this fantasy-lite tabletop game, players are an Ironsworn living in the Ironlands by the vows they have made. In this world, vows are sacred and not something to be taken lightly. These vows are a core part of the player's character, acting as their call to action and the reason that keeps them going through whatever hardships they might endure while exploring the rugged and harsh lands.
Rather than deciding on one class at the start of the campaign, players merely assign numbers to the stats listed on every sheet, with the chance to develop their skills as they play. This way, everyone is on an even footing, and it streamlines the character creation system so that even newcomers can do it alone. With three modes of play — guided, coop, or solo — Ironsworn might just be one of the simplest yet most versatile tabletop systems out there.
4 Fate
Characters Focus on Skills and Aspects Rather Than Classes
- Release Year: 2003
- Designer(s): Leonard Balsera, Fred Hicks, Rob Donoghue
- Publisher(s): Evil Hat Productions
For those looking for a little more freedom with their tabletop adventuring, Fate might very well be the game for them. The system is designed to be more free-form and customizable, rather than adhering to a strict set of rules that relegate players to a certain setting and mode of play, designed to do away with the idea of having to roll for every small decision and action, and letting the players speak and freely interact with the world they are in.
This freedom also applies to classes, as well, as there are none to choose from. Instead, there is a long list of skills that players are all average at (apart from a few that are the ones they excel at). There are also aspects that are not predetermined by the game and instead are something relevant to a specific character or a moment in the game. These can be called upon for a nice bonus. This freedom of play might seem a bit daunting, but it is actually what makes Fate so good.
3 RuneQuest
Anyone and Everyone Can Access Magic
- Release Year: 1978
- Designer(s): Steve Perrin, Ray Turney, Steve Henderson, Greg Stafford, Warren James
- Publisher(s): Chaosium, Avalon Hill, Mongoose Publishing, The Design Mechanism
When looking for a fantasy tabletop game, players might be tempted to go for the tried and true Dungeons & Dragons, but there, players will be relegated to strict class structures for building their characters. Instead, to fill the classless niche, they could try another popular game that has been around since the late 70s: RuneQuest.
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Rather than picking a class to start with at the beginning of their adventure, players specify their family history, and then develop their character through dice rolls to represent certain attributes. The attributes don't determine anything other than their skills in combat, and everyone even has access to magic, rather than it being cordoned off for specific classes, which was novel at the time of RuneQuest's creation.
2 Ten Candles
Play as People in Their Final Moments
- Release Year: 2015
- Designer(s): Stephen Dewey
- Publisher(s): Cavalry Games
Rather than attempting to stop the end of times, those days have already arrived at the start of Ten Candles. Monsters, known as Them, have taken over the world, slaughtered billions, and brought life to the few who survive to a screeching standstill. Only in the presence of light are people safe, and thus, players start their doomed tale by the light of tea candles.
In this game, players aren't heroes or villains; they are people, and so it follows they won't have any class at all. After all, there is no fighting in this tabletop. Instead, it's about a group of people sharing their final moments in the world, guided by their gamesmaster. The game ends after the last player has died, or the last candle extinguishes itself, as once darkness falls, there is no saving these people. Tragic, dark, and chilling, this tabletop game flourishes beneath the fact that it is unlike all others, with no room for classes or combat.
1 Call of Cthulhu
Players Roll or Buy Characteristics
- Original Release Date
- 1981
- Publisher
- Chaosium
- Designer
- Sandy Petersen
- Player Count
- 2+
- Age Recommendation
- 12 years and up
Based on the cosmic and macabre works of HP Lovecraft, Call of Cthulhu is all about ordinary people thrust into extraordinary circumstances, grappling with maddening knowledge, dangerous cults, and eldritch monsters that could eradicate the entire world if they wanted. One might expect such a tabletop system to rely on classes to face these Lovecraftian horrors, but that is not the case with Call of Cthulhu.
Instead, players roll for all of their attributes, including Strength, Dexterity, Appearance, Education, and more, using the formula of 3d6*5 to determine the number, or alternatively, Keepers might allow them to use the point buy system for a more tailored character. Even with this attribute system, the lack of classes does provide the player some freedom in what character they might wish to play, as they could be a speak-easy owner, University professor, actor...the sky (and the Keeper's word) is the limit.
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