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What is your dream class fantasy?

For discussing role-playing video games, you know, the ones with combat.
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Select up to four options.

Sword/Katana/Scimitar/etc
22
8%
Dagger
5
2%
Axe
4
1%
Mace/Hammer
11
4%
Spear/Halberd/Naginata/etc
9
3%
Staff (or bo staff or scepter)
5
2%
Scythe
1
0%
Bare hands/metal knuckles/claws/katars/punchy weapons
7
2%
Bow
5
2%
Crossbow
3
1%
Gun/PistolRifle/Musket/Flintlock/Fire Lance/Hand Mortar/etc
11
4%
Miscellaneous weapon here (ie Nunchucks, Whip, Flail, etc)
4
1%
Suit of armor
26
9%
Chainmail or gambeson
13
5%
Clothes
9
3%
Robes
12
4%
Naked
7
2%
Magically enhanced weapon attacks (ie firey sword, magic sword strikes from 3 directions simultaneously anime dashing, etc)
16
6%
A loyal pet or mount to fight beside and/or on (aka Beastmaster or mounted Cavalry like dragonrider)
13
5%
Mecha (either piloting them or fighting with robots by your side)
4
1%
Command a lot of Undead/demonic minions
7
2%
Summon big monsters
6
2%
Shapeshifter/transform into a bear or a kaiju/etc
2
1%
Fire magic
9
3%
Ice/Water magic
4
1%
Air/Wind magic
3
1%
Earth magic
3
1%
Holy/Light magic
29
10%
Dark/Blood/Evil magic
16
6%
Something else (describe)
15
5%
 
Total votes: 281

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Red7
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Post by Red7 »

id like to see plasma shoulder cannon and wristblades option.
Last edited by Red7 on February 17th, 2025, 08:33, edited 1 time in total.
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MrTwinkls
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Post by MrTwinkls »

I crave for an RPG with MC who has advanced body shapeshifting abilities which can be versatile in combat (wings, extra limbs, claws, chitin armor, poison stingers etc.) and are useful outside of it (camouflage, enchanted senses, changing face and so on). Those kind of powers for playable characters are quite rare in RPGs hence interesting for me.
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Orvas Dren
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Post by Orvas Dren »

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Seax þyrsteþ, gierneþ blōd!
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boot
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Post by boot »

I am swimming to rikers Island to reclass into a new edition fighter thief with Christopher LeBron as my radioman
Suspect is transgender
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boot
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Post by boot »

Melee is the future of warfare btw. Called it
Suspect is transgender
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Vlajdimir Ermenović
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Post by Vlajdimir Ermenović »

Strong, semi-nude, with a large melee weapon and a small band of loyal soldiers. Ideally also some animals. We goin full ooga booga mode, baby.
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Classix
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Post by Classix »

WhiteShark wrote: February 17th, 2025, 01:07
time magic is the coolest.
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Lhynn
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Post by Lhynn »

All of the above really, my dream class is an ultra capable for combat class that has a lot of flexibility.

Weapon specialization is boring, it locks you into a single weapon or weapon class. Its one of those things that completely kill strategical thinking or even tactical options.
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Trickster
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Post by Trickster »

An archer helping himself with magic, alchemy, and a bit of dagger wielding.
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UltraFan123
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Post by UltraFan123 »

I reckon that weapon specialization is good for narrative purposes; that one generational weapon that the main character or one of his companions inherited from his deceased father, that cursed or blessed weapon that the setting's God entrusted into the hero, things like that give good potential for the plot, but mechanically speaking, yeah marrying a single weapon can be boring.
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DemoGraph
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Post by DemoGraph »

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Lhynn
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Post by Lhynn »

UltraFan123 wrote: April 16th, 2025, 20:17
I reckon that weapon specialization is good for narrative purposes; that one generational weapon that the main character or one of his companions inherited from his deceased father, that cursed or blessed weapon that the setting's God entrusted into the hero, things like that give good potential for the plot, but mechanically speaking, yeah marrying a single weapon can be boring.
Its great for books, doesnt quite work in games. I still remember being stuck with a ******* plot given staff in Nox endgame, because no other weapon could compare. Youd think itd feel good, but no, it felt like ****, I wanted to be swinging a stick, instead I had to use that ****.
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Kain
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Post by Kain »

My favorite class: **** Slayer.

Weapon: whatever can help me slay the ****.

Armor: whatever can protect me from the ****.
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WaterMage
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Post by WaterMage »

I wish that I could play as :
  • A true WH40k Heretic BiomanceA true WH40k Heretic r doing all types of crazy biomancy experiments.
  • A Celestial Wizard in a Warhammer game with fly and proper way to make predictions and for eg, devastate enemy agriculture with spells
  • Another game with Water MAgic as great as Gothic 3
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Norfleet
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Post by Norfleet »

UltraFan123 wrote: April 16th, 2025, 20:17
I reckon that weapon specialization is good for narrative purposes; that one generational weapon that the main character or one of his companions inherited from his deceased father, that cursed or blessed weapon that the setting's God entrusted into the hero, things like that give good potential for the plot, but mechanically speaking, yeah marrying a single weapon can be boring.
I also consider it pretty design-killing. Any time you encourage a player to marry a specific weapon (or any other skill/mode/etc.), you start down this path:

1. The player is now required to marry that specific skill/weapon to remain competitive, since a spread-shot approach means that the player is now bad at everything. How this marriage is accomplished is not particularly important: It could be locked-in skilltree choices, a class or subclass option, or even just expensive equipment that boosts a specific thing (which may itself be expensive) such that swapping carries a decidedly nontrivial expense.

2. Now that the player has married that particular play path, he effectively incurs massive penalties for deviating from it. This means that things like "damage types" and "situational effectiveness" are irrelevant: If an enemy is vulnerable to fire and takes double damage from it, this is completely irrelevant in the face of the fact that the player does +1000% baseline damage with whatever he has married, and therefore, will ignore any of this because it's cheaper to eat the penalty than switch.

3. Making an enemy that is straight up immune to something effectively says either "this something is not a viable option" or "this enemy should just be ignored and never engaged with by those players".

Skills and items which exist solely to enhance the stats of a specific playstyle (weapon, spell, attack mode, etc.), are actually terrible design cancer.
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Stack of Turtles
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Post by Stack of Turtles »

Lhynn wrote: April 17th, 2025, 03:07
UltraFan123 wrote: April 16th, 2025, 20:17
I reckon that weapon specialization is good for narrative purposes; that one generational weapon that the main character or one of his companions inherited from his deceased father, that cursed or blessed weapon that the setting's God entrusted into the hero, things like that give good potential for the plot, but mechanically speaking, yeah marrying a single weapon can be boring.
Its great for books, doesnt quite work in games. I still remember being stuck with a ******* plot given staff in Nox endgame, because no other weapon could compare. Youd think itd feel good, but no, it felt like ****, I wanted to be swinging a stick, instead I had to use that ****.
since you complained really loudly in chat about me disagree reacting, I assume it was about this

I like getting a cool special weapon and I have never really cared about wanting a specific one so that I'd be upset about being given the wrong one.
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DemoGraph
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Post by DemoGraph »

I've revoted seriously.
Magic staff, clothes, many summons.

Also, I always find strange that mages need to wear some special robes outside ceremonies / lab work. If you're a real mage, who doesn't need to show off like a fortune teller, ordinary comfortable clothing should be perfectly ok.
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Lhynn
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Post by Lhynn »

Stack of Turtles wrote: April 17th, 2025, 05:10
I like getting a cool special weapon and I have never really cared about wanting a specific one so that I'd be upset about being given the wrong one.
Yeah, its a real great feeling, spending the last third of the game with something that completely invalidates your build and playstyle.