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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">Character class</span></span>
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</style><div role="note" class="hatnote navigation-not-searchable">This article is about a broad concept in tabletop and video games. For information about character classes in <i>Dungeons & Dragons</i> specifically, see <a href="Character_class_(Dungeons_%26_Dragons)" title="Character class (Dungeons & Dragons)">Character class (Dungeons & Dragons)</a>. For templates in pattern matching, see <a href="Regular_expression" title="Regular expression">regular expression</a>.</div>
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<p>In <a href="Tabletop_game" title="Tabletop game">tabletop games</a> and video games, a <b>character class</b> is an occupation, <a href="Profession" title="Profession">profession</a> or <a href="Role" title="Role">role</a> assigned to a <a href="Player_character" title="Player character">game character</a> to highlight and differentiate their <a href="Attribute_(role-playing_games)" title="Attribute (role-playing games)">capabilities</a> and <a href="Statistic_(role-playing_games)" title="Statistic (role-playing games)">specializations</a>.<sup id="cite_ref-Voorhees_1-0" class="reference"><a href="#cite_note-Voorhees-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup>
</p><p>In <a href="Role-playing_game" title="Role-playing game">role-playing games</a> (RPGs), character classes aggregate several <a href="Abilities" class="mw-redirect" title="Abilities">abilities</a> and <a href="Aptitude" title="Aptitude">aptitudes</a>, and may also detail aspects of background and <a href="Social_stratification" title="Social stratification">social standing</a>, or impose behavior restrictions.<sup id="cite_ref-:0_2-0" class="reference"><a href="#cite_note-:0-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> Classes may be considered to represent <a href="Archetype" title="Archetype">archetypes</a>,<sup id="cite_ref-:1_3-0" class="reference"><a href="#cite_note-:1-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> or specific careers.<sup id="cite_ref-:2_4-0" class="reference"><a href="#cite_note-:2-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> RPG systems that employ character classes often subdivide them into levels of accomplishment, to be attained by players during the course of the game.<sup id="cite_ref-:1_3-1" class="reference"><a href="#cite_note-:1-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> It is common for a character to remain in the same class for its lifetime, with restricted <a href="Tech_tree" class="mw-redirect" title="Tech tree">tech tree</a> of <a href="Glossary_of_video_game_terms#upgrade" title="Glossary of video game terms">upgrades</a> and <a href="Power-up" title="Power-up">power-ups</a>; although some games allow characters to change class or attain multiple classes, usually at the cost of <a href="Virtual_economy" title="Virtual economy">game currency</a> or special items.<sup id="cite_ref-:1_3-2" class="reference"><a href="#cite_note-:1-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> Some systems eschew the use of classes and levels entirely;<sup id="cite_ref-:0_2-1" class="reference"><a href="#cite_note-:0-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> others hybridize them with skill-based systems<sup id="cite_ref-:5_5-0" class="reference"><a href="#cite_note-:5-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> or emulate them with character templates.
</p><p>In <a href="Shooter_game" title="Shooter game">shooter games</a> and other <a href="Cooperative_video_game" title="Cooperative video game">cooperative video games</a>, classes are generally distinct roles with specific mission goals, weapons, or <a href="Tactical" class="mw-redirect mw-disambig" title="Tactical">tactical</a> aptitudes and special abilities, with only tangential relation to the RPG context. Their differences may range from simple equipment changes, such as <a href="Sharpshooter" title="Sharpshooter">sharpshooter</a> classes armed with <a href="Sniper_rifle" title="Sniper rifle">sniper rifles</a>, or <a href="Heavy_weapons_platoon" title="Heavy weapons platoon">heavy weapon</a> classes with machine guns and <a href="Rocket_launcher" title="Rocket launcher">rocket launchers</a>; to unique gameplay changes, such as <a href="Combat_medic" title="Combat medic">medic</a> classes that are lightly armed but tasked with healing and reviving injured allied players.
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<div class="mw-heading mw-heading2"><h2 id="History">History</h2></div>
<p><i><a href="Dungeons_%26_Dragons" title="Dungeons & Dragons">Dungeons & Dragons</a></i> (<i>D&D</i>), the first formalized roleplaying game, introduced the use of classes, which were inspired by the units in <a href="Miniature_wargaming" class="mw-redirect" title="Miniature wargaming">miniature wargames</a> such as <i><a href="Chainmail_(game)" title="Chainmail (game)">Chainmail</a></i>.<sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> Many subsequent games adopted variations of the same idea. These games are sometimes referred to as 'class-based' systems. As well as tabletop games, character classes are found in many <a href="Role-playing_video_game" title="Role-playing video game">role-playing video games</a> and <a href="Live_action_role-playing_game" title="Live action role-playing game">live action role-playing games</a>. Many of the most popular role-playing games, such as <a href="D20_system" class="mw-redirect" title="D20 system">D20 system</a> and White Wolf games still use character classes in one way or another. Most games offer additional ways to systematically differentiate characters, such as race or species, <a href="Statistic_(role-playing_games)#Skills" title="Statistic (role-playing games)">skills</a>, or affiliations.
</p>
<div class="mw-heading mw-heading2"><h2 id="In_fantasy_games_and_role-playing_games">In fantasy games and role-playing games</h2></div>
<p>In fantasy games, <a href="Warrior" title="Warrior">Fighter</a>, <a href="Magician_(fantasy)" title="Magician (fantasy)">Mage</a>, and <a href="Theft" title="Theft">Thief</a> form a common archetypal trio of basic classes, each ones' abilities offsetting the other's weakness. The <a href="Fighter_(Dungeons_%26_Dragons)" title="Fighter (Dungeons & Dragons)">Fighter</a> is strong and focuses on weapon-based combat, the Mage, renamed <a href="Wizard_(Dungeons_%26_Dragons)" title="Wizard (Dungeons & Dragons)">Wizard</a> in later editions of <i>Dungeons & Dragons</i>, is a ranged fighter equipped with a variety of <a href="Magic_(supernatural)" title="Magic (supernatural)">magical</a> abilities for combative and utilitarian purposes, and the Thief, renamed <a href="Rogue_(Dungeons_%26_Dragons)" title="Rogue (Dungeons & Dragons)">Rogue</a> in later editions, is not physically strong but focuses on speed or stealth. Thus, it is usual to find one or more classes that excel in combat, several classes (called <a href="Spellcaster_(character_class)" class="mw-redirect" title="Spellcaster (character class)">spell-casters</a>) that are able to perform <a href="Magic_(gaming)" class="mw-redirect" title="Magic (gaming)">magic</a> (often different kinds of magic), and one or more classes that deal with stealth.<sup id="cite_ref-:0_2-2" class="reference"><a href="#cite_note-:0-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup>
</p><p>In its original release <i><a href="Dungeons_%26_Dragons_(1974)" title="Dungeons & Dragons (1974)">Dungeons & Dragons</a></i> included three classes: fighting man, magic user, and <a href="Cleric_(Dungeons_%26_Dragons)" title="Cleric (Dungeons & Dragons)">Cleric</a> (a class distinct from Mages or Wizards that channels <a href="Magic_of_Dungeons_%26_Dragons" class="mw-redirect" title="Magic of Dungeons & Dragons">divine power</a> from <a href="Deity" title="Deity">deific</a> sources to perform <a href="Thaumaturgy" title="Thaumaturgy">thaumaturgy</a> and <a href="Miracles" class="mw-redirect" title="Miracles">miracles</a> rather than <a href="Magic_of_Dungeons_%26_Dragons" class="mw-redirect" title="Magic of Dungeons & Dragons">arcane magic</a> drawn from <a href="Cosmos" title="Cosmos">cosmic</a> sources to cast <a href="Incantation" title="Incantation">spells</a>), while supplemental rules added the Thief class.<sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> In subsequent editions of the game, new classes were added individually, from spell-casting classes such as the <a href="Sorcerer_(Dungeons_%26_Dragons)" title="Sorcerer (Dungeons & Dragons)">Sorcerer</a>, <a href="Warlock_(Dungeons_%26_Dragons)" title="Warlock (Dungeons & Dragons)">Warlock</a> and <a href="Druid_(Dungeons_%26_Dragons)" title="Druid (Dungeons & Dragons)">Druid</a>, to more combat-centered classes such as the <a href="Barbarian_(Dungeons_%26_Dragons)" title="Barbarian (Dungeons & Dragons)">Barbarian</a>, <a href="Ranger_(Dungeons_%26_Dragons)" title="Ranger (Dungeons & Dragons)">Ranger</a> and <a href="Monk_(Dungeons_%26_Dragons)" title="Monk (Dungeons & Dragons)">Monk</a>, along with variant subclasses.
</p><p>In science fiction and other non-fantasy role-playing games, the role of magic user is often filled with a scientist or other intelligence-based class, while the Cleric becomes a <a href="Medic" title="Medic">medic</a> or similarly supportive role, and the Rogue and/or Ranger with an explorer or assassin.<sup id="cite_ref-:2_4-1" class="reference"><a href="#cite_note-:2-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> Some science fiction and <a href="Supernatural_fiction" title="Supernatural fiction">supernatural</a>-themed RPGs also use <a href="Psychic" title="Psychic">psychic</a> powers as a stand in for magic.<sup id="cite_ref-8" class="reference"><a href="#cite_note-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup> There are also character classes that combine features of the classes listed above and are frequently called <i>hybrid classes</i>.<sup id="cite_ref-:1_3-3" class="reference"><a href="#cite_note-:1-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> Some examples include the <a href="Bard_(Dungeons_%26_Dragons)" title="Bard (Dungeons & Dragons)">Bard</a> (a cross between the Thief and Mage with an emphasis on interpersonal skills, mental and visual spells, and supportive magical abilities), or the <a href="Paladin_(character_class)" class="mw-redirect" title="Paladin (character class)">Paladin</a> (a cross between the Fighter and Cleric with slightly decreased combat skills relative to a fighter but various innate abilities that are used to heal or protect allies and repel and/or smite evil opponents).
</p><p>Some RPGs feature another variation on the classes mechanic. For example, in <i><a href="Warhammer_Fantasy_Roleplay" title="Warhammer Fantasy Roleplay">Warhammer Fantasy Roleplay</a></i>, players choose a career.<sup id="cite_ref-:5_5-1" class="reference"><a href="#cite_note-:5-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup> The career works like a class with abilities (known in WFRP as skills and talents) added to the character based on the chosen career.<sup id="cite_ref-:4_9-0" class="reference"><a href="#cite_note-:4-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> However, as the player advances and gains more experience he or she may choose a new career according to a predefined career path or change to a completely different career.<sup id="cite_ref-:4_9-1" class="reference"><a href="#cite_note-:4-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> WFRP is also notable in that characters are encouraged to roll to determine their starting career which is compensated for by free XP which can be spent on more skills.<sup id="cite_ref-10" class="reference"><a href="#cite_note-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup>
</p><p>As an alternative to class-based systems, <a href="Statistic_(role-playing_games)#Skills" title="Statistic (role-playing games)">skill</a>-based systems are designed to give the player a stronger sense of control over how their character develops.<sup id="cite_ref-:6_11-0" class="reference"><a href="#cite_note-:6-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-12" class="reference"><a href="#cite_note-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup> In such systems, players can often choose the direction of their characters as they play, usually by assigning points to certain skills.<sup id="cite_ref-:6_11-1" class="reference"><a href="#cite_note-:6-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup> Classless games often provide templates for the player to work from, many of which are based on traditional character classes. Many classless games' settings or rules systems lend themselves to the creation of character following certain archetypal trends. For example, in the <a href="Role-playing_video_game" title="Role-playing video game">role-playing video game</a> <i><a href="Fallout_(video_game)" title="Fallout (video game)">Fallout</a></i>, common character archetypes include the "shooter", "survivalist", "scientist", "smooth talker" and "sneaker", unofficial terms representing various possible means of solving or avoiding conflicts and puzzles in the game.<sup id="cite_ref-13" class="reference"><a href="#cite_note-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup> <a href="GURPS" title="GURPS">GURPS</a>, which inspired Fallout's system, also used a classless system.<sup id="cite_ref-14" class="reference"><a href="#cite_note-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup>
</p><p>The original <a href="PlayStation_2" title="PlayStation 2">PlayStation 2</a> release of the <a href="Role-playing_video_game" title="Role-playing video game">role-playing video game</a> <i><a href="Final_Fantasy_XII" title="Final Fantasy XII">Final Fantasy XII</a></i> included a <a href="Statistic_(role-playing_games)#Skills" title="Statistic (role-playing games)">skill</a>-based system in which as the player progressed, they would gain buffs and abilities (called licenses) via the game's License Board<sup id="cite_ref-BRADY18_15-0" class="reference"><a href="#cite_note-BRADY18-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> (of which each party member shared). <i><a href="Final_Fantasy_XII" title="Final Fantasy XII">Final Fantasy XII</a>'</i>s re-release <i><a href="Final_Fantasy_XII_International_Zodiac_Job_System" class="mw-redirect" title="Final Fantasy XII International Zodiac Job System">Final Fantasy XII International Zodiac Job System</a></i> and <a href="High-definition_remasters_for_PlayStation_consoles" title="High-definition remasters for PlayStation consoles">high-definition remaster</a>, <i><a href="Final_Fantasy_XII%3A_The_Zodiac_Age" class="mw-redirect" title="Final Fantasy XII: The Zodiac Age">Final Fantasy XII: The Zodiac Age</a></i> changed this system by adding a class (or job) system in which classes could be changed, and they each had separate License Boards.
</p>
<div class="mw-heading mw-heading2"><h2 id="In_shooter_games">In shooter games</h2></div>
<p>Many multiplayer shooter games use class systems to provide different tactics and styles of play and promote teamwork and cooperation. These classes may only have differences through equipment, or they may feature notable gameplay differences. Most games do not allow players to use elements of multiple classes at the same time, though they typically allow players to switch classes before or during a match through a menu. Some games have progression systems for each individual class with class-specific unlockable items.
</p><p>Examples of shooter games with classes include the <a href="Battlefield_(video_game_series)" title="Battlefield (video game series)"><i>Battlefield</i> series</a>, <i><a href="Star_Wars_Battlefront_II_(2017_video_game)" title="Star Wars Battlefront II (2017 video game)">Star Wars Battlefront II</a></i>, <i><a href="Rising_Storm_2%3A_Vietnam" title="Rising Storm 2: Vietnam">Rising Storm 2: Vietnam</a>,</i> and <i><a href="Insurgency%3A_Sandstorm" title="Insurgency: Sandstorm">Insurgency: Sandstorm</a></i>.<sup id="cite_ref-16" class="reference"><a href="#cite_note-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-17" class="reference"><a href="#cite_note-17"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup> All of these examples include a "heavy" or "support" class, a less-mobile class armed with some sort of machine gun that is focused around <a href="Suppressive_fire" title="Suppressive fire">suppressive fire</a> and team support; they also include classes that are simply the standard <a href="Rifleman" title="Rifleman">rifleman</a> class with additional unique equipment (such as "demolitions" classes, typically riflemen with additional explosive items).
</p><p>One notable example is the 2007 team-based shooter <i><a href="Team_Fortress_2" title="Team Fortress 2">Team Fortress 2</a></i>, which features nine distinct classes divided into three categories: Offense, Defense, and Support. Offense classes (Scout, Soldier, Pyro) specialize in assaulting and overwhelming enemies to complete objectives; Defense classes (Demoman, Heavy, Engineer) specialize in defending positions and hindering enemy advances; and Support classes (Medic, Sniper, Spy) specialize in assisting their team in different ways. Each of these classes feature notable gameplay differences that are meant to suit their categories, yet do not limit them from being used for both offense and defense playstyles to varying degrees of effectiveness. They also all have strengths and weaknesses in a <a href="Rock_paper_scissors" title="Rock paper scissors">rock paper scissors</a>-esque style; for example, the Spy is strong against slow or sedentary classes such as the Heavy and Sniper, with equipment that specifically counters the Engineer's constructions, but his stealth abilities are nullified by the Pyro's fire, and he is impractical against more mobile classes such as the Scout. Each class is also treated as its own character, with unique personalities, backstories, and interactions with other classes.
</p><p>A derivative of these types of classes are seen in <a href="Hero_shooter" title="Hero shooter">hero shooters</a>, where each hero has distinct abilities and weapons that often combine archetypical conventional classes or are unique on their own.
</p>
<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
<ul><li><a href="Alternate_character" title="Alternate character">Alternate character</a></li></ul>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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