Common Types of Classes
In fantasy games, where classes are more common, it is usual to find one (or more) class that excels in combat, several classes (called spell-casters) that are able to perform magic (often different kinds of magic), and classes that deal with professional or criminal skills. For example, the original Dungeons & Dragons provided a set of four classes that many players consider archetypal among games with classes:
- Fighting Man, (renamed "Fighter" in later editions) focused on combat abilities, but almost entirely lacking in magical abilities
- Thief, (renamed "Rogue" in later editions) focused on stealth and social skills, and capable of high-damage special attacks balanced by sub-par resistance to injury
- Magic User, (renamed "Mage" and then "Wizard" in later editions) featuring powerful magical abilities, but physically weak
- Cleric, specializing in healing and supportive magical abilities
Non-fantasy role-playing games often fill the place of the Magic User with psychic or scientist classes, and the Cleric with a medic or similarly supportive role.
There are also character classes that combine features of the classes listed above and are frequently called hybrid classes. Some examples include the Bard (a cross between the Thief and Mage with an emphasis on interpersonal skills, mental and visual spells, and supportive magical abilities), or the Paladin (a cross between the Fighter and Cleric with slightly decreased combat skills but various innate abilities that are used to heal or protect allies and repel and/or smite evil opponents).
In the console RPG series Final Fantasy, character classes can be grouped similarly by characteristics like relative physical/magical/special attack/defense power, but distinguished by their skills and equipment. Among the generally physically strong character classes (and their common traits) are classes like knight (broadswords), monk ("buildup" and "kick" skills), dragoon ("jump" and spears) and berserker (character solely and automatically uses physical attacks). There are also various types of mages (black for mainly offensive magic, white for holy and mainly curative magic, blue for magic learned by experience/observation, summoner for calling creatures). Other classes include thief ("steal" skill and high speed), dancer (ability to perform status-altering dances and equip ribbons, which protect against status ailments), bard (musical instruments as weapons and songs that alter statuses), and scholar (books as weapons and 'seeing' enemy stats and properties).
Classes provide direction and limitations for characters. For example, a thief will usually be provided abilities such as lock picking, but probably would not be able to wield magic as well as a mage (or, depending on the game, possibly not at all). Game designers use the limitations provided by classes to encourage (or enforce) interdependence among characters. Some RPGs restrict the classes a character can choose based on alignment, race, or other statistics.
In less simplistic RPGs, a category called utility exists, which is neither Damage or Healing Based. Utility classes often include "Grey Magic" or "Building" functions, such as crafting items useful for weapons, armor, or profit. Grey Magic also includes functions such as transportation and mobility, such as flight and teleportation, or special effects where combat potential is dubious, such as summoning or transmutation. Modern and Future variants include Pilots, Animal Trainers, Engineers, and Scientists whose abilities may have more strategic or plot driven value.
Read more about this topic: Character Class
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