I've mentioned before that my rules set, Sorcery & Steel, grew out of, among other things, countless hours analyzing the mechanics of 1e Advanced Dungeons & Dragons. However, in addition to 1e, several other Old School products have also provided inspiration. For example, the Core Four Classes are drawn from Original Dungeons & Dragons and Supplement I: Greyhawk (i.e., Fighting-Man, Magic-User, Cleric and Thief).
One might ask, "What about the Paladin?" (which is also featured in Supplement I), to which I would reply, "The Paladin in Supplement I, unlike 1e, is not a standalone class but rather an option for Fighting-Men who meet the prerequisites."
Also, I should add that Sorcery & Steel uses the term "career" rather than "class", both because the former more accurately maps what this rules set is trying to accomplish and because the latter is one of a number of unintuitive word choices in D&D. My rules set does add a bit more crunch, adapting 1e's weapon proficiency system to allow players options to customize.
Nevertheless, I do quite like the minimalist approach of only a handful of classes. Not only does this streamline character creation, but it also encourages player creativity and imagination. For example, if you are a "Fighting-Man," what does that mean beyond your stats?
You might be a mighty bear of a bruiser, able to absorb and dish out tremendous amounts of damage:
Alternately, you might be a lean, pantherish warrior, relying on your quickness and cunning:
Or whatever else suits your fancy. It is up to each player to supply their own answer. In other words, you have to think for yourself.
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