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


This one is exactly what you'd expect, as it's been a staple of fantasy and RPGs for decades. A melee character gets up close and personal, taking and holding ground from their opponents. Melee character classes t
ends to have higher health and/or higher movement speed than their fellows, in order to ensure that they can get close to their targets. 
Melee classes generally don't have any form of ranged attacks or abilities, so they are vulnerable to being bombarded into oblivion if they're stuck in a bad tactical position with no support from other roles and no way to physically reach their opponents.

Multirange


Once again, the name says it all: multirange classes uses both melee and ranged weaponry, with equal proficiency in both. They occupy the mid-ground between melee and ranged classes. able to get up close and personal or lob projectiles depending on what's needed. 
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


For a third time, exactly what it says on the tin: these are the classes that shoot things. 
Usually, classes that fight at range have either lower health or speed than other classes, seeing as they don't need to continuously advance and shouldn't be in the front lines. They make up for this statistical disadvantage for having extra abilities and/or gear compared to melee or multirange classes, ensuring that they can make distance between themselves and their targets and maintain it. 
Ranged classes, despite their name, generally do have some form of backup melee weapon or skill, and a skilled player could even be passable in a melee if needed. Generally though, they lack the speed, damage, armour, reach or toughness needed in order to dominate a brawl, so they're better off staying well out of it. 

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. 
Offensive classes tends to be terrible at defence due to their general reliance on mobility. Their lack of heavy armour, self-healing or defensive abilities means they cannot stand their ground and hold it as nearly as well as Tactically Balanced or Defensive classes. 

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. 
As you can guess, though, they're not as good at either role as more specialised classes are. They're generally not as mobile and damaging as offensive classes, and they're not as durable as defensive classes, nor do they have the ground-denying abilities that many defensive classes have. 

 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. 
And yes, defensive classes are bad at offence. This generally due to lower mobility than more offensive classes or to needing time to properly fortify, booby trap or ward an area. Many Rogue or Mage defensive classes are in deep, deep trouble if they're caught unawares before they've had time to prepare the arena. 

With the stats and roles of the classes out of the way, next time: the melee fighter classes!

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