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- A staple of Dragon Quest as well, at least after the first game (where there was only one character in your party).
- 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".
- 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.
- 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.
- 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
- 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 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 II notably also includes customizable classes for the singleplayer campaign mode.
- Destiny has three classes each of which has three subclasses.
- 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.
- Transformers: War for Cybertron has Soldiers, Scouts, Scientists, and Leaders.
- 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.
- The Classic and New World of Darkness primarily use a Point Build System, but a werewolf's Auspice, vampire's Clan, mage's Path, and so on are class-like in that they define particular strengths, weaknesses, and predispositions.
- Dungeons & Dragons is the most famous, and the Trope Maker. The third edition of D&D gave the world the d20 System, allowing other publishers to use the same general mechanics of the tabletop RPG Ur-Example. Many — but not all — d20 RPGs also use classes.
- Pathfinder, a spinoff of d20, is one as well.
- 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.
- 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.
- 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.
- Palladium Books's Megaversal system uses character classes, though the exact system varies slightly by specific game.
- Most Palladium games such as Rifts have 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.
- Palladium Fantasy has players select an O.C.C.s and a race, much like the classic Dungeons and Dragons class and race system.
- The Star Wars D20 RPG uses a Character Class System for basic roles like Noble, Jedi, Scout, and so on, and adds Prestige Classes for more customization.
- Powered by the Apocalypse games tend to rely on Playbooks built around common character archetypes in the genre they're emulating. In Monster of the Week, for example, the Professional is good at remaining cool under pressure, providing nice things for the team and turning up with lots of guns, while the Monstrous is a Friendly Neighbourhood Vampire (or werewolf or whatever) and tends to favour weird superpowers. You're limited to one of each to ensure niche protection.
- Blades in the Dark, which is somewhat related to PbtA but is very much its own thing, has seven Playbooks for its Scoundrels: Cutters (violent criminals), Hounds (trackers and sharpshooters), Leeches (technically gifted saboteurs and medics), Lurks (stealthy infiltrators), Slides (social manipulators), Spiders (Diabolical Masterminds) and Whispers (witch-thieves).
- 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.
- Hogs Of War. Promotion points could be found in each level and as a reward. Similar to the above, your units could be upgraded in 4 different routes; Artillery (Blow stuff up from a distance), Engineering (Blow stuff up close and see minefields), Sniper (Stealth) and Medic (Heal your units). Once maxed out, all routes converged into Commando and Hero (Do everything)
- 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.
- Many games based on the Dungeons & Dragons Game System:
- Diablo likes to change it up. Each class has a unique Skill Tree within the system of its own game, and some equipment can only be equipped by certain classes.
- The first Diablo had Warrior, Rogue, and Sorcerer.
- Diablo II had Barbarian, Amazon, Necromancer, Sorceress, and Paladin, and later added Assassin and Druid.
- Diablo III brought back the Barbarian alongside Demon Hunter, Monk, Witch Doctor and Wizard, later adding Crusader and bringing back the Necromancer.
- Dragon Age uses the Fighter, Mage, Thief archetype, calling them Warrior, Mage, and Rogue.
- Grim Dawn has 6 classes, although you can dual-class anytime after level 10, which result in a new class name. The core classes are Soldier, Demolitionist, Shaman, Nightblade, Occultist and Arcanist. The expansion will add the Inquisitor and the Necromancer.
- The Elder Scrolls
- The first four games in the series play with this trope a bit. Each game has a number of pre-made classes the player can choose from, or create a custom class. Each class has a set of preferred skills, and, if chosen, gives a substantial initial boost to that set of skills. Increases to these skills also go toward leveling up overall. The skills outside of those preferred by the class are still available to the player, they just start lower and increases in those skills do not contribute toward leveling up. (Though they do apply to multipliers for those skills' governing attributes. See Empty Levels for additional details about that.)
- Skyrim does away with the series' class system in favor of pure skill-leveling. Leveling up any skills contributes toward leveling up overall, and with each level-up, you get the opportunity to select perks within any of your skills that make you even more effective, reminiscent of the Fallout sister series. The higher your skill level, the more perks you have access to.
- The Elder Scrolls Online, an MMORPG prequel set 500 years prior to the start of the main series, goes for more of a Skill Tree approach. Ultimately Subverted, as only three out of many more skill trees available to your character.
- 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.
- 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.
- 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.
- 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 are Barbarian, Chanternote , Ciphernote , Druid, Fighter, Monk, Paladin, Priest, Ranger, Rogue, and Wizard. The sequel allows you to multiclass, which grants you a new class name based on what combination you have.
- South Park: The Stick of Truth has four classes available; Warrior, Mage, Thief and Jew. However, unlike a lot of RPGs, 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. The sequel changes to a Job System.
- Titan Quest has 9 masteries, although you can dual-class anytime after level 8, which result in a new class name. The core masteries are Warfare, Defense, Hunting, Rogue, Nature, Spirit, Earth, Storm and Dream.
- 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.
- The Dream Park series: Warriors, magic users and thieves appear in all four novels, and clerics appear in the first and third. Engineers feature prominently in Dream Park, as do scouts in California Voodoo. Multi-class characters turn up in the original novel (Holly Frost) and the California Voodoo tournament.
- The Gam3, being about a galaxy-spanning MMORPG, has Character Classes as a central element. All players have one or more classes, which opens paths to further specialized abilities.
- Each player is offered a game-chosen class following the tutorial, or may make their own choice of class (which is very expensive).
- Each class has a selection of Major Abilities, effectively sub-classes that further specialize the player. Only one may be chosen by a player.
- Access to additional classes is possible, and we do not yet know how common it is.
- Advancement in a class occurs not by levels, but by developing class-specific abilities and by completing sidequests assigned by your class mentor, a stronger player who has chosen to guide your advancement.
- 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.
- For the interested, the classes are Bard, Knight, Heir, Mage, Maid, Page, Prince, Rogue, Seer, Sylph, Thief, and Witch (though the powers of each class are strictly YMMV, so please don't get mad at me if the links don't match what you think about them!), and the aspects (which are more firmly defined) are Blood, Breath, Doom, Heart, Hope, Life, Light, Mind, Rage, Space, Time, and Void.
- Older Than Feudalism: Roman gladiators were typically trained in specific fighting styles that were meant to counter each other in interesting ways. The earlier examples divide gladiators into Retiarii (lightly armored, wielding a trident and a net) and Secutores (heavily armored, wielding a short sword). As the gladiatorial games evolved, the "class system" became more and more complex, adding in a wider variety of matchups to keep crowds entertained.