Fantasy Classes Breakdown And Recreation: Part Two - Class Categories
Now that we have our basic and not-so-basic stats for our hypothetical game, we need to talk about classes. About time, too, I am such a slack blogger.
But before we can get stuck into individual character classes, we need to talk about class categories. We've already got The Big Three divisions of Fighter, Rogue and Mage, so what else is there? Well, character classes are essentially jobs: the specific role that a class plays in order to Make It Work, whatever 'It' happens to be: saving the world, defeating the dark lord, baking a cake, whatever.
It is interesting to note that when designing any system in which you have different roles for different characters, you can never quite get away from the spectre of specialisation. If you want multiple classes for people to choose from, you need to have them be good or bad at different things: there truly seems to be no way around it, at least none that I can think of. It's also still up in the air whether this system would work for a truly separated class-based system or be various starter classes for a classless system. Perhaps it could work for both.
With all of that in mind we can divide classes into six categories as well as divided up into categories, defined by combat range and combat role.
Combat Ranges
What distance a character engages the enemy at is a fundamental part of what their role is. For our game-making purposes, there are three Combat Range categories: Melee, Multirange and Ranged.
Melee
Multirange
As you could probably guess, though, jack-of-all-trades means master-of-none if for the sake of balance if nothing else. Multirange classes generally can't beat classes at their own game, especially since they generally slightly favour one range over another. If they're equally effective at either range, it's a safe bet that they can't beat more specialized classes at one-on-one.
Ranged
Combat Roles
Offensive
No, this role is not about causing offence. Or rather, it is, but offence is caused through hurting the body rather than the emotions. Offensive classes are the ones that continually seek to drive the fight forward and win it for the team (or themselves, if they're acting alone). Their main job is to take ground if they're more melee focused, or damage the enemy as much as possible if they're ranged.Tactically Balanced
These classes can fulfil either an offensive or defensive role, depending on the situation. Their main job is to be flexible, fill in gaps in the ranks and respond to changes in the tactical situation. If their party is being pushed back, they can mount an effective defence. If the momentum is on their side, they can drive forward.
Defensive
The classes that have a defensive role have one major job: hold the line. They are the antithesis of the opposition's offence, countering their advance and giving their fellows time and opportunity to push back. What that involves depends on the specific class: it could mean holding recently gained ground, stalling the enemy advance, or wearing them down through attrition.
With the stats and roles of the classes out of the way, next time: the melee fighter classes!
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