Last month, James over at Grognardia reflected on how the "4+3" structure of how B/X presents classes is simple, sturdy, flexible, and helps build a world that feels real.
While 5e is not my preferred rule-set (I would play 0e, Holmes, or B/X before I play any other edition), I think it is by far the best of the "new school" editions and (depending on the day) I might even admit that I would rather play it than 1e ADnD.
One of the reasons I am not enthusiastic about 5e is precisely the reason that it so radically departs from the 4+3 presentation of classes. If one looks merely at the core rules, there are 9 races each with at least two variants and 12 classes with at least two variants each. All told, there are thousands of different mechanical ways to represent a character. Add in the various splat books and this number goes up exponentially. In other words, the only descriptor that can still be applied to both BX and 5e is "flexible," though I probably prefer the word "chaotic" in the case of 5e.
As one might infer from reading my blog the over years, I take great delight in building worlds based on what can be inferred from the rules and mechanics of the game. BX is a fantastic vehicle for this approach. 5e makes such a project virtually nigh impossible due to information overload; however, one of the things I do like about 5e is that it does present all this information as optional. It empowers the DM to put limits on which rules get used and which do not.
Thus, it invites me to apply the "4+3" paradigm to the races and classes of 5e.
What follows is, I hope, inspiring because what I consider to be the "core classes" is, in some cases, not what one might expect.
Note: I do have access to a pair of the splat books and am taking advantage of them due to some thematic elements found therein.
World One
Core Classes
Cleric
Paladin (Oath of Vengeance), Variant Human with Heavy Armor Master Feat
Fighter
Barbarian (Path of the Zealot), Variant Human with Durable Feat
Magic-user
Rogue (Arcane Trickster Archetype), Variant Human with Ritual Caster Feat
Thief
Monk (Way of the Shadow), Normal Human
Race-as-Class
Dwarf
Barbarian (Path of the Berserker), Mountain Dwarf
Elf
Fighter (Eldritch Knight Archetype), High Elf
Halfling
Rogue (Assassin Archetype), Stout Halfling
World Two
Core Classes
Cleric
Sorcerer (Divine Soul Origin), Variant Human with Fey Touched or Shadow Touched Feat
Fighter
Fighter (Rune Knight Archetype), Variant Human with Fey Touched or Shadow Touched Feat
Magic-user
Warlock (Archfey Patron), Variant Human with Fey Touched Feat
Thief
Rogue (Phantom Archetype), Variant Human with Shadow Touched Feat
Race-as-Class
Dwarf
Ranger (Fey Wanderer), Half-elf
Elf
Wizard (Blade Singing), High Elf
Halfling
Wizard (School of Illusion), Forest Gnome
World Three
Core Classes
Cleric
Cleric (Tempest Domain), Normal Human
Fighter
Barbarian (Path of the Storm), Normal Human
Magic-user
Sorcerer (Storm Sorcery), Normal Human
Thief
Rogue (Swashbuckler Archetype), Normal Human
Race-as-Class
Dwarf
Warlock (Genie Patron), Dragonborn
Elf
Wizard (Blade Singing), High Elf
Halfling
Warlock (The Fathomless Patron), Half-elf
World Four
Core Classes
Cleric
Monk (Way of Mercy), Variant Human with Healer Feat
Fighter
Monk (Path of the Kensei), Variant Human with Weapon Master Feat
Magic-user
Bard (College of Swords), Variant Human with Ritual Caster Feat
Thief
Rogue (Swashbuckler Archetype), Variant Human with Dual Wielder Feat
Race-as-Class
Dwarf
Rogue (Assassin Archetype), Half-orc
Elf
Bard (College of Whispers), High Elf
Halfling
Rogue (Mastermind Archetype), Half-elf
What I love about this approach is that each world has a distinct feel, grounded in the mechanics of the classes themselves. One can start imagining reasons why each class has the mechanics they do. Speaking of the mechanics, since that is all they are, we are free to re-skin everything within a class to better explain them in context of the world in which they appear.
So, which world would you like to run or adventure in?