Development on the full Sword & Shield RPG continues. I have 27 classes so far. Each class is defined by dice attributes and a Specialty (feat). In the case of Wizard classes their spell book is their specialty. Adventurers gain new specialties at 2,4,6,8, and 10th level. Ceratin adventurers can learn spells, but give up learning a specialty at that even level in order to learn a spell.
Wizards gain 1 spell per level of advancement. On the even advancement levels they can forgo the spell and choose a specialty instead. Below is a list of the classes. I have others in the bullpen-but they can be in a supplement at a later time.
Why SO MANY classes? I think it's partly an outgrowth of my love of roguelike games which often have a lot of different class choices. Second, people like to play as specialists and want to have something unique about their character. Last, most folks have a special character from a movie or book that they really like, and I think you could find an appropriate class to jump into.
While the simplified attribute/dice idea may seem limiting, its actually quiet effective in play and there are enough "specialties" to create uniqueness in game play and individuality. At least that's how I see it so far. Below is the current class list