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- Final Fantasy 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 "doesn't actually use classes".
- A staple of Dragon Quest as well, at least after the first game (where there was only one character in your party).
- Completely inverted in The Last Remnant; 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.
- Golden Sun: 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.
- Dark Souls games have 5-10 character classes that determine your starting character stats and equipment. From there, you're free to enhance and equip your character however you want.
- The MMORPG Tree of Savior features a class system that combines elements of a Prestige Class system with a Job System. There are four starting classes—Swordsman, Wizard, Archer, and Cleric—which each have their own families of classes. After a certain amount of job levels, a character reaches a new Rank, from which they'll have to make a decision—either stay as the class they are now (which can only be done three times in a row for a given class), or change to a different class (depending on what's available). IMC Games has said there will be 80 or so classes overall, meaning 20 possible classes for each basic class—as well as some hidden classes which will be available only after meeting certain requirements (and with a population cap to boot).
- As a side note, this system is an evolution of what had originally been planned for Ragnarok Online, when IMC Games' developers were still part of the original development team at Gravity Corporation.
First Person Shooters
- Team Fortress 2, and its predecessor Team Fortress Classic, (and its predecessor Team Fortress) are based entirely around classes. There are nine total, each balanced for different playstyles, situations, and enemies.
- The Call of Duty series, starting from Modern Warfare, uses classes for its multiplayer, though unlike the above, each class's weapons, equipment, and whatnot are entirely decided by the player. Call of Duty: Black Ops 2 notably also includes customizable classes for the singleplayer campaign mode.
- Transformers: War for Cybertron has Soldiers, Scouts, Scientists, and Leaders.
- The Battlefield series has had a class system since the beginning, though how many classes there are (from seven in Battlefield 2, to four from Battlefield: Bad Company 2 onwards) and how customizable they are varies by game.
- The Mario Kart 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.
Real Time Strategy
- World in Conflict had four "Roles", albeit only in team multiplayer: Armor (tanks roughly equivalent to RPG Fighers), Support (mainly AA+repair = Clerics, but also artillery = Long-Range Wizards), Air (attack helicopters = damage dealing rogues), and Infantry (...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.
- Dungeons & Dragons is the most famous, and the Trope Maker.
- Both Old World of Darkness and New World of Darkness effectively use a class system, with your clan, auspice, tradition, etc acting as your class.
- 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.
- 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.
- Numenera starts with the Fighter, Mage, Thief archetype and expands from it. Glaives are the Fighter, equally capable of being built as a heavily armored Badass Normal or a Fragile Speedster. 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 Torment: Tides of Numenera uses the Numenera Game System.
- Ironclaw uses a mix between character classes and a Point Build System. 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.
- XCOM: Enemy Unknown 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 Skill Tree that gives them unique abilities and bonuses as they Level Up.
Western RP Gs
- Many games based on the Dungeons & Dragons Game System:
- Dragon Age uses the Fighter, Mage, Thief archetype, calling them Warrior, Mage, and Rogue.
- Mass Effect has three ability types, Combat, Tech, and 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.
- Marvel: Avengers Alliance has six general classes: Blaster, Scrapper, Infiltrator, Bruiser, Tactician, or Generalist. Other than Generalist, each is 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.
- Pillars of Eternity is not directly based on D&D, though the influence is especially obvious when you consider who the devs are. The classes known are Barbarian, Chanternote , Ciphernote , Druid, Fighter, Monk, Paladin, Priest, Ranger, Rogue, and Wizard.
- World of Warcraft 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 Warcraft.
- South Park: The Stick of Truth has four classes available, Warrior; Mage, Thief and Jew (which is something of a cross between a Monk and a Paladin, and inflicts more damage at low health). However, unlike a lot of RP Gs, the class only determines what the New Kid's special attacks are. They can equip any weapon or armor they wish, though some have effects that are a little more beneficial to one class than the others.
- Might and Magic have gone through several variations of class systems and classes over the games. The first five games had a basic class system (chose one class when you create a character, that is that character's class), VI and VII had two-step linear upgrade-able classes (VII split at the final upgrade in design but not in play, as the final class promotion for each class depended on which side you aligned with, and for the most part weren't all that different from the counterpart), VIII consolidated race and class into one choice and only had a single class upgrade step, IX split both back and had each class promotion be a genuine choice (starting from basic Might or Magic and then branching out towards the old, more specialised, classes), and X had each race have one Might and one Magic class that could be upgraded twice.
- The True Game features twelve different inborn magical "talents".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".
- In 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 Exactly What It Says on the Tin 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 luck instead of 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 tend to hide their true personality. There is in-game speculation about a possible underlying active/passive class "thing" and perceived gender bias in class assignment.