A type of GameSystem where a character's abilities are determined by the class that they choose. Most common in RolePlayingGames, but recently it has begun appearing in other genres, particularly {{First Person Shooter}}s. A character class is defined by the abilities that it lends to a character -- as such, two different characters of the same class are theoretically interchangeable, in that they can play the same role in the game because of their similar abilities. However, character class systems have varying levels of CharacterCustomization -- ranging from characters of a given class being literally identical to having so much variety that character class is no longer even a good indicator of that character's abilities. Character class systems frequently include one or more {{Point Build System}}s as part of their rules to increase customizability.

One of the major differences between these systems (besides the classes that they offer) is how they handle "multiclassing". Because classes determine a character's abilities, giving a character ''multiple'' classes is a good way to expand their abilities, but the extent to which this is possible differs greatly. Sometimes classes are completely mutually exclusive, and a character is stuck with whatever class they have until they die. Sometimes they can "upgrade" their class at a certain point, either plot-based or level-based -- this upgrade may be linear (eg, a Squire becomes a Knight) or may allow for a branching path to different {{Prestige Class}}es (eg, a Knight can upgrade to ThePaladin ''or'' a BlackKnight, but not both). Some systems are more lenient about multiclassing, allowing characters to change classes whenever they want; however, these systems build in drawbacks as well. Usually, either you can only be one class at a time (eg, if you change classes from Knight to Mage, you lose all Knight abilities and gain all Mage abilities), or you can only ''advance'' one class at a time (eg, if you're a Knight/Mage, you have to choose whether to increase your combat skills as a Knight or your casting skills as a Mage; you can't do both at once). Both approaches have the advantage of increased versatility (a larger number of abilities) at the price of decreased potency (each individual ability is less powerful).

In {{RPG}}s, the most common type is the ClassAndLevelSystem. See also FighterMageThief for a common set of 3 types of classes seen in RPG class systems. However, many {{FPS}}es that feature classes don't have levels, relying instead on player skill. See CommonCharacterClasses for a list of classes that frequently turn up in games with character class systems, and ModernDaySciFiRPGClassEquivalents for their counterparts outside of the classic HeroicFantasy settings. See PointBuildSystem for the main alternative to this (although, as mentioned, the two can be combined).
----
[[foldercontrol]]

!!Gaming Examples

[[folder:Eastern RPGs]]
* ''Franchise/FinalFantasy'' has used classes, usually called Jobs, from the very beginning. They run the gamut of "no class changes whatsoever" to "can change classes at will" to "can have all classes' abilities at once" to "[[{{Dissimile}} doesn't actually use classes]]".
* A staple of ''VideoGame/DragonQuest'' as well, at least after the first game (where there was only one character in your party).
* Completely inverted in ''VideoGame/TheLastRemnant''; the main character can use every ability in the game, and a character's class is based off the abilities they use, rather than the other way around. Using only item arts, for example, will change Rush to a class that does extra damage with items. Different character classes have different bonuses, so it can be worth only using certain skills in order to obtain a desired class.
* ''VideoGame/GoldenSun'': Classes are determined by the type of Djinn attached to a character. However, as using Djinn in battle also reverts those class changes (and stat boosts), many players simply give each character his own type of Djinn and bring down summon after summon on their hapless enemies' heads.
[[/folder]]

[[folder:First Person Shooters]]
* ''VideoGame/TeamFortress2'', and its predecessor VideoGame/TeamFortressClassic, (and ''its'' predecessor ''Team Fortress'') are based entirely around classes. There are nine total, each balanced for different playstyles, situations, and enemies.
* The ''VideoGame/CallOfDuty'' series, starting from ''VideoGame/ModernWarfare'', uses classes for its multiplayer, though unlike the above, each class's weapons, equipment, and whatnot are entirely decided by the player. ''VideoGame/CallOfDutyBlackOps2'' notably also includes customizable classes for the singleplayer campaign mode.
* ''VideoGame/TransformersWarForCybertron'' has [[CommonCharacterClasses Soldiers, Scouts, Scientists, and Leaders]].
* The ''VideoGame/{{Battlefield}}'' series has had a class system since the beginning, though how many classes there are (from seven in ''Battlefield 2'', to four from ''VideoGame/BattlefieldBadCompany 2'' onwards) and how customizable they are varies by game.
[[/folder]]

[[folder:Racing Games]]
* The ''VideoGame/MarioKart'' series divides character up based on weight (or size in ''Wii''). Each category performs differently, and in ''Double Dash!!'' and ''Wii'', racers have access to different karts depending on their class. There are typically three different categories (Light/Small, Medium, Heavy/Large), but ''7'' adds in the Cruiser (between Medium and Heavy) and Feather (below Light) for a total of five categories.
** ''Wii'' and ''8'' also include different types of vehicles. In ''Wii'', bikes were typically lighter and had better handling than karts, and they had the ability to do a wheelie to get a speed boost, at the cost of only having a single level of mini-turbo strength compared to the two that karts had. ''8'' makes the wheelie aesthetic and gives bikes back the ability to use the stronger mini-turbo, but keeps their proficiency at steering. ATV's were also added, and perform differently from both bikes and karts.
[[/folder]]

[[folder:Real Time Strategy]]
* ''VideoGame/WorldInConflict'' had four "Roles", albeit only in team multiplayer: Armor (tanks roughly equivalent to [[StoneWall RPG Fighers]]), Support (mainly AA+repair = Clerics, but also artillery = [[SquishyWizard Long-Range Wizards]]), Air (attack helicopters = [[GlassCannon damage dealing]] [[FragileSpeedster rogues]]), and Infantry (...[[QuirkyBard bards]]?). Each player can only assume one of them and has to rely on the rest of their "party" to compensate their role's weaknesses.
[[/folder]]

[[folder:Tabletop Games]]
* ''TabletopGame/DungeonsAndDragons'' is the most famous, and the TropeMaker.
** The third edition of D&D gave the world the TabletopGame/D20System, allowing other publishers to use the same general mechanics of the tabletop RPG UrExample. Many - but not all - d20 [=RPGs=] also used classes.
** ''TabletopGame/{{Pathfinder}}'', a spinoff of d20, is one as well.
* Both ''TabletopGame/OldWorldOfDarkness'' and ''TabletopGame/NewWorldOfDarkness'' effectively use a class system, with your [[TabletopGame/VampireTheMasquerade clan]], [[TabletopGame/WerewolfTheApocalypse auspice]], [[TabletopGame/MageTheAscension tradition]], etc acting as your class.
* ''TabletopGame/{{Rifts}}'' has a system that can get a bit confusing at times. There's O.C.C.s (Occupational Character Class), as well as R.C.C.s (Racial Character Class) for non-human characters. Where it gets confusing is that sometimes a character's R.C.C. doubles as his O.C.C, and sometimes a player has to pick an O.C.C. as well as an R.C.C. Then there's P.C.C.s, for Psychic Character class, but that terminology is barely ever used in the books since functionally they're no different from O.C.C.s.
* ''TabletopGame/{{Earthdawn}}'' calls them Disciplines. They're somewhat more fleshed out than in many cases, with social context given, as well as how the worldviews of different disciplines work together (or don't). Also, if you act against your discipline (wizards not thinking things through if they have the time, beastmasters hurting animals that aren't attacking them), you may lose some of your powers.
* ''TabletopGame/{{Numenera}}'' starts with the FighterMageThief archetype and expands from it. Glaives are the Fighter, equally capable of being built as a heavily armored BadassNormal or a FragileSpeedster. Nanos are the Mage, who uses the power of numenera to work what amount to miracles. Jacks are the Thief, whose name comes from "jack-of-all-trades" and have a lot of tricks to make them the setting's skillmonkeys. The CRPG ''VideoGame/TormentTidesOfNumenera'' uses the ''Numenera'' GameSystem.
* ''TabletopGame/{{Ironclaw}}'' uses a mix between character classes and a PointBuildSystem. Career is treated like an ability score (like Body, Mind, Speed, Will, and Species) that is applied to certain skills, and in 2nd edition comes with three traits. Players can increase their Career with experience, or buy a secondary one if they have the associated traits, or spend their XP on their other abilities or skills or traits.
[[/folder]]

[[folder:Turn-Based Tactics]]
* ''VideoGame/XCOMEnemyUnknown'' has each rookie soldier (randomly) specialize in one of the four fields upon reaching the Squaddie rank: Assault (close-range frontline combat), Sniper (long-range damage dealing), Heavy (suppressive fire and explosives), and Support (healing and buffing allies). Each class has a separate SkillTree that gives them unique abilities and bonuses as they LevelUp.
[[/folder]]

[[folder:Western RPGs]]
* Many games based on the ''TabletopGame/DungeonsAndDragons'' GameSystem.
** ''VideoGame/BaldursGate''
** ''VideoGame/IcewindDale''
** ''VideoGame/NeverwinterNights'' and ''VideoGame/NeverwinterNights2''
** ''VideoGame/PlanescapeTorment''
** ''VideoGame/KnightsOfTheOldRepublic'', using the ''Franchise/StarWars'' d20 variant
* ''{{VideoGame/Diablo}}''
* ''Franchise/DragonAge'' uses the FighterMageThief archetype, calling them Fighter, Mage, and Rogue.
* ''Franchise/MassEffect'' has three ability types, Combat, Tech, and [[GravityMaster Biotic]], from which the classes pick up to two for six classes altogether. Soldiers are pure combat, Engineers are pure tech, Adepts are pure biotic. Infiltrators are combat/tech, Vanguards are combat/biotic, and Sentinels are tech/biotic.
* ''VideoGame/MarvelAvengersAlliance'' has six general classes: Blaster, Scrapper, Infiltrator, Bruiser, Tactician, or Generalist. Other than Generalist, each is [[TacticalRockPaperScissors strong against one class and weak against another]]. Heroes have a native character class; Agents may switch between them at will with a change of uniform. Some alternate costumes also provide an alternate class.
* ''VideoGame/PillarsOfEternity'' is not directly based on ''D&D'', though the influence is especially obvious when you consider [[Creator/ObsidianEntertainment who the devs are]]. The classes known are {{Barbarian|Hero}}, Chanter[[note]]similar to a bard[[/note]], Cipher[[note]]similar to a ''D&D'' sorcerer, but with PsychicPowers[[/note]], {{Druid}}, [[BadassNormal Fighter]], [[BareFistedMonk Monk]], [[ThePaladin Paladin]], [[ReligionIsMagic Priest]], [[NatureHero Ranger]], [[GuileHero Rogue]], and Wizard.
* ''VideoGame/WorldOfWarcraft'' has quite an extensive system where the classes are further subdivided by ability selection and {{PVP}}/non-PVP and restricted by race and faction. Many of its classes stem from units in ''VideoGame/{{Warcraft}}''.
[[/folder]]

----
!!Non-gaming examples:

[[folder:Literature]]
* ''Literature/TheTrueGame'' features twelve different inborn magical "talents".[[note]]The full list is [[VoluntaryShapeshifting shapeshifting]], [[{{Seers}} precognition]], [[MindOverMatter telekinesis]], [[PowerFloats self-levitation]], [[TeleportationTropes self-teleportation]], [[HealingHands healing]], [[AnimateDead raising the dead]], {{telepathy}}, [[PlayingWithFire pyrokinesis]], [[EnergyAbsorption storing energy for use by others]], and [[MindManipulation beguiling others to follow you]].[[/note]] These are mixed in myriad combinations to create literally hundreds of character classes like Herald, Bonewalker, and King, used in the chess-like battles of the setting. People without a talent (normal humans) are called "pawns".
[[/folder]]

[[folder:Webcomics]]
* In ''Webcomic/{{Homestuck}}'', SBURB assigns each player character to a mythological role with the title [Class] of [Aspect] that determines their powers and shapes their personal quest arc within the session. Aspect determines what objects and forces within the game the player can influence and class determines the ways in which they can influence their aspect. For example, the Time aspect is ExactlyWhatItSaysOnTheTin but a Seer of Time will have influence primarily through comprehension of past and future events while a Knight of Time will manipulate time travel for combat purposes. Aspect and class definitions are not always immediately obvious from their names, as Light denotes [[WindsOfDestinyChange luck]] instead of [[LightEmUp literal light]], and Bards are highly destructive. While aspect seems to be largely innate player class is more closely tied to acquired personality traits--Thief characters tend towards pathological narcissism, Knights have a strong compulsion to protect others at all costs. There is in-game speculation about a possible underlying active/passive class stat and perceived gender bias in class assignment.
[[/folder]]
----