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Monster Builder - Feb 2 [Fantasy Jobs] by Master Oki Akai

Peasant, Craftsman (Blacksmith, Tailor, Woodsmith, Cobbler), Cook, Farmer/Rancher, Host/Hostess, Student/Teacher, Miner/Woodsman, Hunter

Butler/Maid, Doctor/Nurse, Priest/Nun, Shaman/Priestess, Librarian/Scholar, Musician/Dancer, Bounty Hunter

King/Queen, Prince/Princess, royalty/nobles, Merchant, Alchemist

Watchman, Guardsman, Royal Guard, Bronze Knight, Silver Knight, Gold Knight, Platinum Knight, White Knight, Black Knight, Mercenary

Archer, Fighter, Warrior, Barbarian/Amazon, Martial Artist, Paladin, Soldier, Knight, Spy, Assassin, Ninja, Ronin, Thief, Rogue, Bandit, Ranger
Sorcerer, Wizard, Witch, Warlock, Summoner, Cleric, Druid, Bard

This is an exhaustive list of job names for the fantasy setting. Since many names can overlap when identifying distinct professions the sum total of possible labels can create an exhaustive list. The final refined lists and definitions of Hero and NPC jobs will be usable at a glance, but since the fantasy setting has the most distinct job options compared to the Modern and Sci-Fi settings, now is a good time to gather up as many names and labels as possible.

So folks, let's see what ya'll can add to this. We're looking for a fine balance here. We don't need 10 different names for cook or chef in 10 different languages and we don't really need levels of things like nobles or students. I fully expect some overlap, but if anyone can find anything that i missed, your contributions would be MUCH appreciated.

Later I'll post a detailed list for Hero player characters.

Monster Builder - Feb 2 [Fantasy Jobs]

Master Oki Akai

7 February 2014 at 21:31:07 MST

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  • Link

    what about spellswords and spellthieves?

    • Link

      Spell swords is another name for fighters or knights that use a combination of melee weapon and magic, there are multiple entries for similar things like Bard, White Knight, Paaladin, Black Knight.
      And while i'm not 100% sure what a spell thief is, i'd assume it's a thief who uses spells to manipulate locks and barriers just as someone else might use picks or keys. They'd still be a thief or rogue or bandit or whatever. they'd just know how to use spells to do their job. doesn't give them a different job, just makes them better at it.

      I had not considered either of these at all, so thank you for bringing them up ^^

      • Link

        You're welcome! i want sure if they were covered or not so i figured I'd try! n. n

  • Link

    Kensai. You're missing kensai. :p

    • Link

      A Kensai, a weapon master. That's not a job, that's a rank or a level of expertise that a person may get. And it sounds fancier in other languages but it's still the same as a warrior or fighter at Level 5 with a weapon focus.
      And if you look at it that way, most characters dedicate themselves to one signature weapon or another, so they would all qualify for that status eventually.

      • Link

        Miyamoto Musashi (and most every Clint Eastwood Western) would beg to disagree.

        Perhaps the term "professional duelist" would be more to your liking.

        • Link

          And that's perfectly fine for them, but not for this game's terms.
          Professional duelist is one that was suggested on DA, and I admit i forgot to add that one to my list.
          But that would be the same as a boxer, pro wrestler or any other kind of prize fighter. And since they fight for money they are comparable to mercenary as well. Since fighting just for the sake of honing their skills and killing people is no way to make a living. Even assassins get paid to kill individuals.

          • Link

            The probability of being killed as a professional duelist is significantly higher than that of any prize fighter. The objective of a duelist, however, is not always to kill someone else - unlike an assassin. Also unlike an assassin, they do not operate in the dark but in public. Unlike the gladiator (and professional wrestlers) - also not on your list - the objective is to win, not to entertain and win (or, as is the case with the pro wrestlers, to entertain and lose). Unlike a mercenary, their training is going to be focused on fighting and defeating one foe and not on working with others to defeat a group of enemies or to guard someone or something.

            History is filled with people who dueled others for money. It's why berzerkrs were made into outlaws in Iceland and Norway. And then there are (again) the likes of Miyamoto Musashi and other sengoku jidai-era ronin. And the fight masters of Renaissance Europe - and, in fact, the men at arms who made their money serving as champions to other men in trials by combat. The gunslingers of the Old West (more myth than fact). And modern day firearms instructors (some of whom are former mercenaries).

            All of them seek to get better at their craft - because it is their livelihood and means of survival - and get paid for it. Often quite handsomely.

            • Link

              Granted.True. I added them to my master list. An interesting point that translates to a different label depending on the personal preferences of the fighter.
              Man-at-arms is a term i had forgotten about. Bodyguard is one that i somehow managed to forget to add to the list as well.
              As mythical as the lionized puritanical samurai or the virtuous knights in shining armor.
              The firearm instructor is an interesting example, since military training is not at all required, but a bonus. Their job would be teacher, what they teach would be a secondary detail. Though any actual teacher would tell you what they teach matters a great deal, in game terms it's just fluff.
              Anyone who takes pride in their work trains to get better at their job, it doesn't matter who or what they are. And if you're good at anything you should always get paid for it. And the better you are, hopefully the better you get paid.

              The key point i'm trying to refine here is the least common denominators here. this means working out my own personal balance of real world practices with gaming trends.
              So right now we're talking about people who fight FOR money, not just people who know how to fight. So let's look at what separates them, ignoring the names or ideosyncricies. And these have to be jobs, that means getting paid.

              Fight for themselves - Any fighter with a notion for ideals will say that they fight for anything other than money. but they can't eat pride. So they find other jobs or live off the grace of donations like a religious group might. However they may just as easily be bandits, fighting to get stronger and to raid others of their wealth and property.

              FIght for other people - A fighter who fights when others need them to and prefers to live in peace not fighting in the mean time defines many heroic figures. Guardsmen, militia, vigilantes, retired soldiers. Their jobs are what they do in the down time, fighting is their duty which may still get them paid or compensated by a community. How often they fight does not matter.

              Fight for the state - A warrior who fights for duty and believes that the kingdom, the government or whatever ruling body is the best place to learn, the most profitable, the most reputable or the most dignified. Fighting for the state gives the warrior authority and permissions that other fighters may not get or be thoroughly denied. Soldiers, police, knights, samurai, ninja, royal guard. What separates these fighters from others is not their prowess but rather their political connections and access to resources. A knight, samurai, marine once removed from the contexts of their time and place can be argued as identical in motivation.

              Fight for money alone - Mercenaries, assassins, gladiators, duelists and others who find insufficient motivation in honor or morality and focus entirely on greed or survival are likely to spend most of their time fighting. they may fight for anyone without gaining the advantage of working with those groups.

              In these terms the things that separate fighting as a job is separated by association and motivation. And in game terms those are fluffy terms. Even what weapons they use are not relevant to the separation in categories, making it personal preference. And by that logic I shouldn't have archer or pikeman on my final list.
              In Monster Hunter, characters only have 2 classes, depending on whether they use melee or ranged weapons. In many other RPGs i can think of there is no class or job, just a collection of skills and equipment, which may be the way i'll end up taking it. Most strategy RPGs separate classes/units based on the weapons they use or the type of spells or skills they use. Which also means that if I do the same, I can just pick and choose from games like Final Fantasy Tacitcs, Disgaea, XCOM, Warcraft, etc etc and cherry pick the ones i like until i find a list i think is balanced. And whilee that is cut and dry easy to do, i find it to be unnecessarily limiting and against the goals of my project.

              AND let's not forget the good old job description of "adventurer" which effectively means anything and everything that involves going somewhere else and coming back alive with material or information. Bards, wizards, clerics, barbarians can all be adventurers. An since an adventurer with no combat abilities might be called an explorer, archaeologist, scout, or a curious child and don't pay anything unless someone comes back with something useful, calling it a 'job' can be called dubious too.

              If this 'Job List' Stands as nothing more than an exhaustive list of sticky star labels a player can choose to apply to their character to not, that's just fine with me. Turning them into a concrete list of a combination of stats and in game effects forces the math into a shape unnecessarily rigid.
              HOWEVER that does not mean i won't end up doing it anyway ^^
              This discussion here is about building up the exhaustive list, listening to differing options (like yours, which i am grateful for) and accounting for those (even if i do not agree with or accept them) until i can find a least common denominator that will make it easier for a player to create ANY of these labels, as they subjectively imagine them.

              • Link

                When I say "firearms instructor" I don't mean your average teacher.

                I mean guys like these:


                • Link

                  I knew exactly what you meant. I've spent my fair share of time with these kinds of people as well as people who style themselves as such.
                  But in this context a teacher is a teacher regardless of what they teach or how well they teach it. In game terms that's all fluff.
                  Though in REALITY all of those differences matter greatly.

                  This line of thinking you've presented and got me going on has really got me moving on reexamining how I'm categorizing these things. Hero jobs, skills, equipment, organizing NPCs and so on. This is why I posted this stuff so again I'm grateful for the discourse.

                  If it helps at all, the way i'm looking at this is in terms of game stats vs fluff. The differences between character classes in class/job based RPGs is that each one comes with its own unique skills and access to specific equipment, or it limits access to specific lists, or changes the value of universal modifiers in one way or another.
                  I say, personality, motivation, alignment, organization, gender, organization, history, time and place do not matter when creating a character as they do not affect the character's stat line. A character's race, skills, traits, experience, equipment and weapons create clear and specific numbers that translate to rolls in game.
                  So if you have two characters with identical stat lines and matching levels of gear, it doesn't matter if they are called a knight or a samurai, ninja or assassin, thief or rogue the label is irrelevant because there is no meaningful difference between them except in the fluff.

                  Now having said that, there's still the matter of organizing these things into a readable format. And the most basic separation i can think of right now is non-combat, Fighter, Caster. And even that does not lend itself to the system I am trying to create.
                  SO, gotta keep grinding