Do you prefer fighters, rogues or mages?

Do you prefer fighters, rogues or mages?

Classes are shit. No good system uses them.

In narrative terms though, DotS.

I prefer Mexicans

Damage Over Time's?

Bards and Rangers, because not being bits of all three is dumb.

Magic of some sort, I love playing and imagining with things I can't otherwise have.

My particular favorites are summoning minions, conjured or enchanted architecture, minions, and subtle enchantments.
Yes, I love dungeon keeper, why do you ask?

Depends. What system we talking about?

Because if it's oWoD then mages all the fucking way. You haven't experienced magic until you've hacked someones optical nerves in combat and given them lag.

There are some decent ones. D&D in general sucks, but 4e actually executes the formula well, unlike most other iterations of the same concept.

In answer to OP, I tend to very rarely play character who only occupy one of the three archetypes. A blend of some sort is much more common. I do have a softspot for magic using melee combatants of various sorts, whether they're Paladins, spellswords or Wuxia heroes.

I like fighters who are beefed up with some kind of magic mastery.

In D&D terms, that means melee cleric or paladin, though this can manifest in a lot of different ways.

>Basicaly an NPC
>A sarcastic NPC
>An actualy valid class

Stop playing bad games

Now that I think about it, the Laughing Man is an actually good idea for a Mage character...

I prefer Stalkers, Psions and Daevics.

These weren't cyborgs I was hacking, they were flesh and blood Humans. Bio-hacking is awesome.

Hack the planet brother.

>Classes are shit. No good system uses them.
what drives a man to believe this?

The 3.5 OGL has a lot to answer for.

>Fearless Champions Among Men Tier
Paladins, Barbarians, and other tanky-ass warriors

>Vital Support Bro Tier
Clerics and other healers, support spellcasters in general, bards

>Still Pretty Cool Tier
Monks, rogues, and rangers

>Boring Munchkin Characters For Boring Minmaxing People Tier
offense spellcasters

Gish

What's an "offense spellcaster" in this paradigm?

Also if you don't think minmaxers gravitate towards your beloved support casters then you're dead wrong. A properly planned cleric is one of the strongest melee fighters in the game, if we're going by 3.PF

>Boring Munchkin Characters For Boring Minmaxing People Tier
>offense spellcasters
That's so wrong it's actually, physically, painful. Blaster mages are an embarrassment and the laughingstocks of casters everywhere.

>Support
>Clerics
What the fuck garbage clerics have you been hanging out with? If the clerc/druid can't solo a combat encounter and utterly trivialize mundane martials, they're not worth the paper their stats are printed on.

Gets bonuses to selling oranges on the street side.

Yes
Magic swordsmen are my favourite
Spell swords are rarely in core books though.

what system do you play without classes. I am genuinely curious. I know GURPS is fairly popular.

Not him but there's also Savage Worlds if you want a generic system without extensive math.

New user here, only really played Pathfinder, Dark Heresy, and some shitty homebrew system before. Is there a specific version of Savage Worlds I should look for?

Harnmaster, GURPS, Basic Roleplay, Twilight 2000 - the list goes on.

In fantasy games I used to like playing dorf fighters, knights and unscrupulous mercs. So I guess fighters. But now in our long running campaign I decided to play an apprentice mage and it's been very refreshing.

>GURPS
>extensive math
can this meme end.

Mini Six is also pretty good for a small lightweight classless system.

Savage Worlds Deluxe is the latest one if I recall correctly.

Okay yeah I know the math in GURPS isn't nearly that bad but I've still tried playing it and I just couldn't get into it. I love how comprehensive it is but there's just so much shit to keep track of. I just didn't have fun with it. I'd only ever recommend it to truly experienced and dedicated groups.

It's pretty simple for players honestly, I've had people who've never played a pnp before play GURPS and they got it immediately. It can be a lot of work for a GM depending on what your running.If you have trouble getting into GURPS I'd suggest trying GURPS lite, it covers the basics very well and once you've got it down you can add more rules.

>sword fighter sword fights
>safe cracker cracks safes
>wizard wizards

This is a problem that exist in a fair amount of tabletop and video games.
There's a guy who use brute force and goes all-in, there's a guy who sneaks and does tricks, and then there's the wizard who always steps into the domain of other classes.

Barbarians.

>Harnmaster
People don't play that.

>Savage Worlds Deluxe
SWD Explorer's Edition is the latest version of the core, but I'm pretty sure that's just SWD in a smaller-size book.

Because "guy who does magic" is pretty broad and vague. I'd like to have more specialist spellcasters show up instead, or allow each character archetype the option to learn spells fitting that archetype like how 5e does with its Eldritch Knight and Arcane Trickster.
In a D&D-style example, Fighters could become Abjurers, Rogues could be Illusionists, Barbarians could be Evokers, Bards could be Enchanters, so on and so forth.

I usually prefer to be the skillmonkey or face so rogue. I don't mind casters but I prefer the psionic approach, power points over having spells per day

Rogues are fun because they have to be clever, resourceful and quick.

I like the idea of never wanting to engage in a fair fight because that's stupid. Both Wizards and Fighters have the same method, which is just overpowering your foe with either brawn or magic. They have the opportunity to get better with planning but the Rogue lives it.

Wouldn't barb be transmuter? Beef yourself up and run into the thick of it?

i like gishes because i like the playstyle of being martial but i like the effects of spells.

eh, if you made me pick i'd say wizard.

It's only as broad and vague as the magic itself is. I think the real problem with D&D magic is that it dabbles in everything and has no clear limits on what it can do other than there being different levels of spells.

Every popular system that isn't D&D. Shadowrun, World of Darkness, Fate, and plenty of others. Archetypes pop up in every game, but there aren't hard set classes.

They do here.

Basically the problem is that some classes have specific roles or objectives (fight with weapons, deal with locks and traps) while others simply get a type of tool (cast spells, use talismans, make potions or whatever) with a very wide array of effects and abilities.

"""Balanced""" games like most computer RPGs and MMOs have caster classes/professions specialize in a couple effects with few utility spells, giving them much smaller bags of tricks than D&D casters get.

>valoant warrior of the sanctity of life and all thats holy
Human fighter or domine.
>proud degenerate
Anything wizard or nonhuman
>special snufflake of no scaling
Mentalist
>my alignment is true murder
Domine mentalist ninja mentalist

Duskblade from the D&D 3.5 PHB II rarely gets any love, despite having the ability to channel touch spells through their weapons as part of a full attack action, which then affects every swing during their turn at 13th level. Spontaneous intelligence-based caster with a fighter's BAB and a Cleric's hit dice and saving throws. Also, can cast up to 5th-level arcane spells in up to medium-tier armor, like mithral full-plate. Just saying. :)

Or play priest with permamonstermode and full plate and level 9 spells

You could, if you wanted to go the divine route. For the arcane-oriented player, however, I would recommend the Eldritch Knight PrC. Granted, you won't have access to 9th-level spells until epic levels, but you will have access to them as per Wizard or Sorcerer, along with full-plate armor, debuffs, damage-dealing AoEs and buffs galore. The Pathfinder version is the only variant of that prestige class worth playing, though.

>There aren't hard set classes
>Shadowrun
plz, 5e killed that delusion dead when they reintroduced cyberdecks, making niche protection so heavy that it might as well be a fortification.

I always play magic users of some sort. You can be a strong tough guy in real life, you can also be a criminal (retarded though it may be), but you can never be a wizard, the only way to experience it is through games. When left with no other option, I pick tough melee combatants in heavy armour with heavy weapons. An agile but scrawny motherfucker is the last archetype I would consider picking.

Playing a better system and seeing the greener grass. Ultimately, a class system is good for simplicity's sake but always forces the character into a mold. A sword guy will never learn to sneak moderately well or cast basic spells, a wizard will never swing a blade or learn to craft a good lie, and a rogue will only be useful within the umbrella of their deceptions. Though this means everyone at the table will likely have a place of usefulness, the characters become less like people and more like tools by which the game forces them into.

Classless systems allow a player to spread out their set of abilities as they like, such that the character is truly custom. It's not a case of "your class has twenty of these, three of these, and none of these." It'll be "Here is twenty three points, spread them wherever you like."