Character class

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This article is about a concept in role-playing games. For character classes specific to Dungeons and Dragons see Character class (Dungeons & Dragons). In computer science, "character class" refers to a type of element of a regular expression.

In role-playing games, a common method of arbitrating the capabilities of different characters is to assign each one to a character class. A character class aggregates several abilities and aptitudes, and may also sometimes detail aspects of background and social standing or impose behaviour restrictions. Classes may be considered to represent archetypes, or specific careers. RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game. It is common for a character to remain in the same class for its lifetime; although some games allow characteers to change class, or attain multiple classes. Some systems eschew the use of classes and levels entirely; others hybridise them with skill-based systems or emulate them with character templates.

Dungeons & Dragons (D&D), the first formalised roleplaying game, introduced the use of classes, and many subsequent games adopted variations of the same idea. These games are sometimes referred to as 'class-based' systems. As well as tabletop games, character classes are found in many computer role-playing games and live action role-playing games. Class-based systems are often criticised as archaic and restrictive,[citation needed] yet many of the most popular role-playing games, such as D20 system and White Wolf games still use character classes in one way or another. Most games offer additional ways to systematically differentiate characters, such as race, skills, or affiliations.

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[edit] 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, Dungeons & Dragons provided a set of four classes that many players consider archetypal among games with classes: Fighter (combat-based abilities, but almost non-existent magic), Rogue (with stealth, socialization-based abilities and capable of doing immense damage but their ability to take damage is sub-par.), Magic User (powerful magical abilities, but physically weak), and Cleric (healing, supportive magical abilities). Non-fantasy role-playing games often fill the place of the magic user with psychic- or scientist-like 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 - such as singing a positive stats-aiding song, 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 equip ribbons), 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.[citation needed]

[edit] Variations on the classes concept

Some RPGs feature another variation on the classes mechanic. For example in Warhammer Fantasy Roleplay, players choose a career. The career works like a class with added bonuses or skills related to the selected career. However as the player advances and gains more experience he or she may choose a new career according to a predefined career path. A player might start as a warrior and choose a career path to become a mercenary or choose a different path to become a dragonslayer. The warrior's available career paths do not allow the player to become a mage, similar to the restriction that one cannot change classes.

In White Wolf's World of Darkness games, rather than picking a career, one picks an affiliation (such as a vampire clan, werewolf tribe, or magical order) which grants a minor affinity and some bonus abilities, but otherwise has little effect on overall capability. Typically player groups represent only one kind, be they vampires, werewolves, or other.

Another way to differentiate within character classes is the use of skill points such as in the game World of Warcraft. As players advance in levels, "talent points" are awarded and used to branch skills and abilities within an archetype. A warlock for example can choose to specialise in affliction (curse based skills), demonology (skills based on summoned demons) and destruction (skills related to do more damage with specific spells). As a result a warlock with talents in affliction plays very different than a warlock of the same level with destruction talents.

Some class-based systems allow options as the player progresses in level. These options include prestige classes (a form of sub-class that is only available to characters who meet certain prerequisites), multi-classing (advancing a character in two or more classes), and hybrid class/skill systems.

[edit] Classless characters

A common alternative to class-based systems, skill-based systems are designed to give the player a stronger sense of control over how their character develops. In such systems, players choose the direction of their characters as they play, usually by assigning points to certain skills (such as "hiding" or "forgery").

Classless games often provide templates for the player to work from, many of which are based on traditional character classes. Many classless games' settings or rules systems lend themselves to the creation of character following certain archetypal trends. For example, in the computer role-playing game Fallout, common character archetypes include the "shooter", "survivalist", "scientist", "smooth talker" and "sneaker", unofficial terms representing various possible means of solving or avoiding conflicts and puzzles in the game. Although Fallout is classless and there is no set limit on how a character's skills can grow or what image they may make the character into, their initial skills are specialized into three selected skills and are based directly on the character's other attributes. In Eve Online (a space-themed MMORPG) no strict classes exist but by training certain skills one can become a specialised player within certain archetypes such as combatant/pirate, constructor/inventor, miner/gatherer. The player can freely choose which abilities to train and choose to be specialised in one field or become an allrounder. While theoretically a player can excel in all fields over time by training all skills, usually players pick one field that matches their playing style, thus following the archetype model.

[edit] Non-role-playing games

Outside of role-playing games, some other cooperative games, such as Star Wars Battlefront II or multiplayer tactical shooters, use class-based systems to leverage the emphasis they provide on cooperation. Often, these games also include other elements traditionally found in role-playing games, such as experience points. This is a relatively new, but growing "genre", having been pioneered by the Quake mod Team Fortress.

Typical "Classes" for tactical shooters include:

  • Heavy Infantry (High power weapons, slower),
  • Sniper (very long range rifles, weak close fighting ability, typically very difficult to use),
  • Engineer (weaker than average firepower, but abilities such as repairing vehicles, creating automated turrets or planting mines or bombs),
  • Medic (weaker than average firepower, but can heal others),
  • Anti-vehicle (Slow, can destroy vehicles, weaker firepower against infantry)
  • Typical infantry (average firepower, possibly faster than support classes, few or no special abilities, however, ideal for taking down more specialised classes such as engineers or anti-vehicles)
  • Auxiliary (weaker than average firepower, can give ammunition to other players)
  • Spy (Can disguise/cloak himself, plant cameras for remote surveillance and stab foes in the back for one-hit kills; sometimes combined with the sniper to make a "Covert Ops" class)
  • Flamethrower Infantry (Slow or average speed, high power at close range, little or no long range capabilities, best at harassment tactics. Sometimes combined with the standard infantry class as a selectable weapon)
  • Ninja (Fast or normal speed, high power at close range, limited long range capabilities. Is usually used against snipers or long range infantry, can also be used against specialized classes. )

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