We have a Steam curator now. You should be following it. https://store.steampowered.com/curator/44994899-RPGHQ/

Which RPG has the best class system?

For discussing role-playing video games, you know, the ones with combat.
Ignore Topic
User avatar
Raccoon
Posts: 7
Joined: Feb 23, '23

Geolocation

Which RPG has the best class system?

Post by Raccoon »

inspired by the threads ive been reading here
which RPG has the best class system in your opinion?
User avatar
WhiteShark
Site Moderator
Posts: 5056
Joined: Feb 2, '23

Geolocation

Adventurer's Guild

Post by WhiteShark »

It depends on if you mean 'class system' in the generic sense or in the Shacklefordian sense. Personally I'm partial to job systems rather than class systems because I like being able to experiment and adapt my party to the present challenge. I think Voidspire Tactics has a pretty good job system.
User avatar
The_Mask
Posts: 3522
Joined: Feb 6, '23
Location: The land of ice and snow

Geolocation

Post by The_Mask »

Most answers will come most likely naming D&D classes, so I feel that you should've taken that out to eliminate banal answers.

That being said, I enjoyed the classes in Morrowind.
Just like Yves, I chase tales
rusty_shackleford wrote: ↑ October 28th, 2024, 07:36
Mediocre or bad games can still have parts that are good.
User avatar
ERYFKRAD
Posts: 178
Joined: Feb 8, '23

Geolocation

Post by ERYFKRAD »

Whichever ones have Barbarians in them.
User avatar
Acrux
Turtle
Turtle
Posts: 6751
Joined: Feb 8, '23

Geolocation

Adventurer's Guild

Post by Acrux »

WhiteShark wrote: May 16th, 2023, 00:36
It depends on if you mean 'class system' in the generic sense or in the Shacklefordian sense. Personally I'm partial to job systems rather than class systems because I like being able to experiment and adapt my party to the present challenge. I think Voidspire Tactics has a pretty good job system.

It does, and it's on a pretty good sale right now:

Like my posts? Consider a donation: PayPal
Hate my posts? Consider a donation: PayPal
Indifferent to my posts? Consider a donation: PayPal
User avatar
Tweed
Turtle
Turtle
Posts: 7001
Joined: Feb 2, '23

Geolocation

Adventurer's Guild

Post by Tweed »

Wiz style class systems are still top shelf. Nothing like a well rounded education to help get you through the game.
User avatar
J1M
Turtle
Turtle
Posts: 5217
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

I am partial to early Final Fantasy XI. No idea what happened as the level cap increased with more expansions.

Can walk back choices by switching jobs.
Subjob choice was very meaningful with a handful of viable options for each job.
Martial/caster divide provided some variety.
Party composition had room for variation.
Synergies encouraged jobs to work together when using abilities.
User avatar
Sweeper
Posts: 650
Joined: Apr 1, '23

Geolocation

Post by Sweeper »

PF:KM
And it's not even close.
The_Mask wrote: ↑ May 16th, 2023, 00:46
That being said, I enjoyed the classes in Morrowind.
Morrowind only offered the illusion of classes. You can max out every skill and attribute regardless of class, making the entire thing a moot point.
User avatar
maidenhaver
Posts: 9591
Joined: Apr 17, '23
Location: ROLE PLAYING GAME

Geolocation

Adventurer's Guild

Post by maidenhaver »

I can't play Morrowind without VitruvianGuar's mods. One of them caps minor and misc skills.
Weirdest cracker you know.
User avatar
Raccoon
Posts: 7
Joined: Feb 23, '23

Geolocation

Post by Raccoon »

J1M wrote: ↑ May 16th, 2023, 13:44
I am partial to early Final Fantasy XI. No idea what happened as the level cap increased with more expansions.

Can walk back choices by switching jobs.
Subjob choice was very meaningful with a handful of viable options for each job.
Martial/caster divide provided some variety.
Party composition had room for variation.
Synergies encouraged jobs to work together when using abilities.
I liked the dual-classing system.
Too bad they never updated the awful PS2-style control system.
User avatar
Lhynn
Turtle
Turtle
Posts: 615
Joined: Feb 5, '23

Geolocation

Post by Lhynn »

ERYFKRAD wrote: ↑ May 16th, 2023, 02:45
Whichever ones have Barbarians in them.
I acknowledge this users agenda.
User avatar
Tweed
Turtle
Turtle
Posts: 7001
Joined: Feb 2, '23

Geolocation

Adventurer's Guild

Post by Tweed »

There should be more games where the races are classes. Like how 1st edition Elf was a class, you had to go to elf practice to become an elf. The RoK series did it.
User avatar
Klerik
Posts: 982
Joined: Mar 9, '23

Geolocation

Post by Klerik »

Darklands


(SPOILER{ *whispers* I know..... :read:
Brillo-pad Activated.
MadPreacher

Post by MadPreacher »

Tweed wrote: ↑ May 18th, 2023, 03:43
There should be more games where the races are classes. Like how 1st edition Elf was a class, you had to go to elf practice to become an elf. The RoK series did it.
This has never made sense to me even way back in the days of D&D Basic when humans actually had classes, but elves and dwarves were the class themselves.
User avatar
ERYFKRAD
Posts: 178
Joined: Feb 8, '23

Geolocation

Post by ERYFKRAD »

MadPreacher wrote: ↑ May 18th, 2023, 06:42
Tweed wrote: ↑ May 18th, 2023, 03:43
There should be more games where the races are classes. Like how 1st edition Elf was a class, you had to go to elf practice to become an elf. The RoK series did it.
This has never made sense to me even way back in the days of D&D Basic when humans actually had classes, but elves and dwarves were the class themselves.
When you roll an elf. You play an elf.
Because elves got no class.
User avatar
rusty_shackleford
Site Admin
Posts: 46462
Joined: Feb 2, '23
Gender: Watermelon

Geolocation

Adventurer's Guild

Post by rusty_shackleford »

Race-as-class existed because demi-humans are an archetype. Remember, (proper) classes are archetypes.

If you ask someone to describe a standard fantasy dwarf or elf, the average person would give you one description for each. Someone more well read in mythos and/or fantasy might give you a couple for each, with a lot of overlap between them.
Now ask them to describe a standard human.

Most race-specific classes introduced are just specializations upon that archetype e.g., a dwarven defender.
Thank you for your attention to this matter!
Steam friend code: 40552640 https://steamcommunity.com/friends/add | email: [email protected]
Having trouble running an old Windows game?
Rusty's Stuff Collection
User avatar
Klerik
Posts: 982
Joined: Mar 9, '23

Geolocation

Post by Klerik »

RPGs are not very advanced when it comes to expressing archetypes. Card games do a better job. Most rpgs do alot of beating around the bush to try and obscure simply different ways of doing damage. If you want an RPG to do in depth with archetypes, you need to do alot of writing and branching story-paths.

Archetypes are much more interesting than race anyways. A good character creation system should include the base pallette "Race, physical characteristics, stats." and then the chosen archetype to inhabit it.
Brillo-pad Activated.
User avatar
J1M
Turtle
Turtle
Posts: 5217
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Klerik wrote: ↑ May 19th, 2023, 02:06
RPGs are not very advanced when it comes to expressing archetypes. Card games do a better job. Most rpgs do alot of beating around the bush to try and obscure simply different ways of doing damage. If you want an RPG to do in depth with archetypes, you need to do alot of writing and branching story-paths.

Archetypes are much more interesting than race anyways. A good character creation system should include the base pallette "Race, physical characteristics, stats." and then the chosen archetype to inhabit it.
Genetics != Cosmetics.
User avatar
Emphyrio
Posts: 2191
Joined: Mar 21, '23

Geolocation

Post by Emphyrio »

Klerik wrote: ↑ May 19th, 2023, 02:06
RPGs are not very advanced when it comes to expressing archetypes. Card games do a better job. Most rpgs do alot of beating around the bush to try and obscure simply different ways of doing damage. If you want an RPG to do in depth with archetypes, you need to do alot of writing and branching story-paths.

Archetypes are much more interesting than race anyways. A good character creation system should include the base pallette "Race, physical characteristics, stats." and then the chosen archetype to inhabit it.
please explain further what you mean. What card game are you talking about?
User avatar
Emphyrio
Posts: 2191
Joined: Mar 21, '23

Geolocation

Post by Emphyrio »

I am not big on RPGs where the whole "game" is figuring out the optimal stats in character creation and die-rolling to hit enemies. There isn't much point in even having stat attributes as an option in d&d games. One 18-str 6-chr fighter is just like every other 18-str 6-chr fighter.

Troubleshooter has the best tactical character building of any RPG I've played. A character might be the "swordsman" class but he will play very differently depending on which masteries you give him. You can make it so that he gets a free attack every time an enemy moves adjacent to him, or a free attack after he's attacked in melee, make him run fast, make him inflict bleeding debuff and do 200% extra damage against bleeding enemies, 6 million hp and damage resist, get extra stats when he's outnumbered, high crit chance, instakills, etc. And you can change your build whenever you want and see what you like better. It's so much more engaging than these rpgs where your "build" that you're locked into all game is deciding whether to take the perk that gives +1hp/level or the one that gives +5% accuracy and +1 damage when using a short sword.

Image
User avatar
Klerik
Posts: 982
Joined: Mar 9, '23

Geolocation

Post by Klerik »

Emphyrio wrote: ↑ June 2nd, 2023, 19:55
Klerik wrote: ↑ May 19th, 2023, 02:06
RPGs are not very advanced when it comes to expressing archetypes. Card games do a better job. Most rpgs do alot of beating around the bush to try and obscure simply different ways of doing damage. If you want an RPG to do in depth with archetypes, you need to do alot of writing and branching story-paths.

Archetypes are much more interesting than race anyways. A good character creation system should include the base pallette "Race, physical characteristics, stats." and then the chosen archetype to inhabit it.
please explain further what you mean. What card game are you talking about?
All of them

Get ready for a long journey of learning you're going to jump off of as soon as you begin.

Brillo-pad Activated.
User avatar
Val the Moofia Boss
Turtle
Turtle
Posts: 4375
Joined: Jun 3, '23

Geolocation

Adventurer's Guild

Post by Val the Moofia Boss »

Image

I prefer for there to be narrowly defined class fantasies. Ie, Dragoon from FF, Demon Hunter, etc. The narrower the class fantasy, the more memorable and potent it feels to me, and it also leaves more room for other classes to be added. Whereas if you have overly broad classes like "warrior" or "mage", then the classes feel too vague/generic, and it becomes harder for the devs to add new classes that don't feel like they are rehashing or stepping on the toes of another class.

Mechanically, I quite liked Final Fantasy Tactics' and FF11's job/subjob system, where you can equip a main job and then also equip a subjob and get some stuff from that second job. Kinda like multiclassing but more straightforward. I think FF11 jobs struck the right balance of having enough of different tools to be able to do different things (ie, Dark Knight having a stun that can also be used to generate aggro, heavy armor, a damage boost, and magic to deal magic damage and detonate magic burst), but not being so versatile so as to eliminate the need for specialization.

Klerik wrote: ↑ May 19th, 2023, 02:06
RPGs are not very advanced when it comes to expressing archetypes. Card games do a better job. Most rpgs do alot of beating around the bush to try and obscure simply different ways of doing damage.
I think this has more to do with unimaginative encounter design, where most encounters are "kill X to win" fights. SRPGs offer much more interesting scenarios where perhaps a boss is so dangerous, you cannot hope to kill the boss at that point, and instead need to stall for time. Or scenarios where you are pushing a cart and need to fend off overbearing waves of enemies, in which case crowd control becomes relevant. Etc. You see this emerge even in games like World of Warcraft which is mostly "kill X to win", where on certain mythic+ tournaments you saw teams where rather than kill all of the mobs, instead one of the players would aggro very powerful trash mobs and then flee (ie druid or monk because of their mobility) while the rest of the team went on ahead to try to kill the boss in time.
User avatar
UltraFan123
Posts: 2716
Joined: May 25, '24
Gender: Potato

Geolocation

Post by UltraFan123 »

Huh, the FF11 class system reminds me of the one from an MMO that may or may not ever be released called Ashes of Creation, where you get the choice to either specialize in one job or complement it with a secondary one.
User avatar
Val the Moofia Boss
Turtle
Turtle
Posts: 4375
Joined: Jun 3, '23

Geolocation

Adventurer's Guild

Post by Val the Moofia Boss »

UltraFan123 wrote: ↑ April 17th, 2025, 20:08
Huh, the FF11 class system reminds me of the one from an MMO that may or may not ever be released called Ashes of Creation, where you get the choice to either specialize in one job or complement it with a secondary one.
Guild Wars 1 also allowed you to equip a second class. I think the most common term for it in Western games is "multiclassing", but with that term it's not clear as to how much of each class you get and how it varies from game to game. Whereas the term "subjob" makes it more clear that your main job is your main thing and you are only getting some stuff from your subjob.
User avatar
UltraFan123
Posts: 2716
Joined: May 25, '24
Gender: Potato

Geolocation

Post by UltraFan123 »

This is the comment I made time ago regarding AoC's job class system.
UltraFan123 wrote: ↑ February 4th, 2025, 02:10
BobT wrote: ↑ February 4th, 2025, 01:52
I like it where they give you a weaker secondary. If they add a bit of "learning" other stuff on top then that's fine.
I'm reminded of the class system that the never-coming MMO Ashes of Creation will supposedly have.
Image
Sorry for the low quality pic since this is the only one I could find.

The idea of giving you the choice to specialize in just one thing or have a secondary sub-class to complement your main one always sounds good for player freedom and customization.

In the class chart above it also shows how the primary class that was chosen first affects the trajectory of how the secondary class will develop the build.

Starting first as a [Fighter] then picking [Mage] as a side makes you a [Spellsword] that uses magic to complement melee combat, while picking the classes in opposite order instead makes you a [Battle Mage] that uses weapons to complement spellcasting.

I would really like it if one day there's a single-player CRPG that implements a class combination system like this one.
User avatar
Val the Moofia Boss
Turtle
Turtle
Posts: 4375
Joined: Jun 3, '23

Geolocation

Adventurer's Guild

Post by Val the Moofia Boss »

UltraFan123 wrote: ↑ April 17th, 2025, 20:14
This is the comment I made time ago regarding AoC's job class system.
UltraFan123 wrote: ↑ February 4th, 2025, 02:10
BobT wrote: ↑ February 4th, 2025, 01:52
I like it where they give you a weaker secondary. If they add a bit of "learning" other stuff on top then that's fine.
I'm reminded of the class system that the never-coming MMO Ashes of Creation will supposedly have.
Image
Sorry for the low quality pic since this is the only one I could find.

The idea of giving you the choice to specialize in just one thing or have a secondary sub-class to complement your main one always sounds good for player freedom and customization.

In the class chart above it also shows how the primary class that was chosen first affects the trajectory of how the secondary class will develop the build.

Starting first as a [Fighter] then picking [Mage] as a side makes you a [Spellsword] that uses magic to complement melee combat, while picking the classes in opposite order instead makes you a [Battle Mage] that uses weapons to complement spellcasting.

I would really like it if one day there's a single-player CRPG that implements a class combination system like this one.
Is a mage subclass equipped on a fighter really any different from a mage subclass equipped on a rogue? As in the mage abilities and mechanics are actually different depending on the main class? Or is it just fancy naming?
User avatar
J1M
Turtle
Turtle
Posts: 5217
Joined: Feb 15, '23

Geolocation

Adventurer's Guild

Post by J1M »

Val the Moofia Boss wrote: ↑ April 17th, 2025, 20:11
UltraFan123 wrote: ↑ April 17th, 2025, 20:08
Huh, the FF11 class system reminds me of the one from an MMO that may or may not ever be released called Ashes of Creation, where you get the choice to either specialize in one job or complement it with a secondary one.
Guild Wars 1 also allowed you to equip a second class. I think the most common term for it in Western games is "multiclassing", but with that term it's not clear as to how much of each class you get and how it varies from game to game. Whereas the term "subjob" makes it more clear that your main job is your main thing and you are only getting some stuff from your subjob.
I would say the difference is that a subjob is like an equipment slot. There is no benefit to leaving it unfilled, your choices are limited to a human-friendly number, and enumerated.

Multiclassing is about foregoing the additional benefits of one class in exchange for the benefits of another. Hopefully resulting in a synergy or at least an interesting mechanical interaction. The number of viable options are numerous, the order they are selected can matter, and there are an even more overwhelming number of options that would lead to regret.
Last edited by J1M on April 18th, 2025, 13:53, edited 1 time in total.