I have written before about the underrated design of the backgrounds in D&D 5E.2014. Backgrounds in 5E include a brief description and some “suggested characteristics,” but mechanically they boil down to the following pieces:
- Two skill proficiencies
- Usually one or two tool proficiencies (although a few backgrounds don’t get any)
- Usually one language (although again, a few backgrounds don’t receive one)
- A brief starting equipment package
- A “feature” that doesn’t have an explicit mechanical application, but exists entirely as something to be leveraged by the player and adjudicated by the DM. Usually the feature grounds the character within the game’s social milieu.
This is a solid chassis for a starting character, even without ancestry and class. The problem with backgrounds in the context of 5E is that they are quickly swallowed up by class progression. Those background details may come up in the first few sessions, but nobody bothers to use the Rustic Hospitality feature by level 5, let alone level 20.
But… what if they weren’t competing with the classes? What if instead, the classes were designed like backgrounds? What if... the fighter class just looked like this?
- Skill proficiencies: Choose two, just as you normally would, from the 5E fighter skill list
- Armor proficiency: Choose one from among light armor, medium armor, or heavy armor
- Weapon proficiencies: All simple weapons and any three martial weapons
- Equipment: Same options as the in the 5E fighter list
- Feature: Choose either Action Surge or Fighting Style
And what if the dwarf ancestry just did this?
- Weapon proficiencies: Battleaxe, handaxe, throwing hammer, and warhammer
- Tool proficiencies: Artisan’s tools of your choice (smith’s tools, brewer’s supplies, or mason’s tools)
- Languages: Dwarven
- Feature: Choose either Darkvision or Dwarven Resilience
Any one of these is an MVP (minimum viable PC). Where you go from there depends on what kind of game you want. If you want to hew closer to normal 5E, layer on additional features and mechanics as class advancements, but keep it much leaner than typical 5E. Use GLOG-style progression as a model, with maybe four levels, capping characters at a low/middle power level, just like you might when using a 5E chassis to run a megadungeon.
If you want to keep it simpler, instead model the game on a system that features little or no advancement, like Troika, or one of the Into the Odd-based games. Or assume that advancement comes mostly from exogenic acquisitions, as in an equipment-focused game like Knave.

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