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In some games that have class systems, it is possible to change a character's class after the game has started, and there are many different mechanics that have showed up over the years. Sometimes doing so forces the character to start back at level 1 (like in Wizardry), some have you choose a class to level up in at level up time (like Temple of Elemental Evil and Wizardry 8), and there are some where there's no loss of levels (Final Fantasy 3 and 5, which differ in whether you can carry over an ability from your previous class (or job as those two games call this mechanic)).

So, what class change system(s) is/are your favorite(s)? (You could also mention what you don't like about certain systems, as well.)
Scripted with a back story - as in Arthas in Warcraft 3

If we are talking about pure RPGs: I'm not big on class changes. If you want a different experience start a new game. Hard enough to balance different classes without taking into account hybrid/switches.

Of course whatever system there is should be flexible, a warrior should be able to specialise in thief skills etc. but there should be a penalty imho to starting as something and then changing later.

This is all assuming there is a class system to begin with. Games without explicit classes are more common nowadays.
Post edited March 16, 2021 by lupineshadow
I usually prefer a respec option, but definitely not for free (money, rare crafting material etc.). Restarting a character just because I put a few points into useless stuff at the beginning feels terrible.

It also allows experimentation and playing without looking up information in advance.
Post edited March 16, 2021 by idbeholdME
My "favorite" is not to have this at all. I mean, except for games with parties of at least 6, to allow to cover all roles, I'd much rather not have classes at all and allow free form development. And if you do have classes, they should be set, allow to "fix" your build in some way but not change it so fundamentally if a class system exists.
It just adds one more thing to worry about and juggle, and second-guess yourself about. I mean, if the system exists, the player would likely be expected to make use of it, so you'll need to worry about which class is appropriate for which moment and how to prepare for the switch.

Of course, this doesn't count the case already pointed out by lupineshadow. If it's decided by the story then that's just how the game goes.
I prefer low cost respec/switch. Like let me branch over into a new playstyle so I can experience more without having to do the whole grind. Learning new skills is enough.

Alternately, a classless system where everyone can eventually make use of all skills but with a limited number of slots. See also the Materia System in FF7R.
Post edited March 17, 2021 by Darvond
I'd say I most prefer those where you can receive classes (and associated bonuses) as a result of skill choices, but how you build your skills are not restricted by classes at all. This way the classes can provide some guidance to players in how to specialize within an expansive skill system, while also not restricting players at all, with the classes simply providing some bonuses that players may or may not decide are worth developing their skills in certain ways. Examples of this kind of system can be found in Kingdoms of Amalur and the Skyrim total conversion Enderal.
low rated
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DarrkPhoenix: I'd say I most prefer those where you can receive classes (and associated bonuses) as a result of skill choices, but how you build your skills are not restricted by classes at all. This way the classes can provide some guidance to players in how to specialize within an expansive skill system, while also not restricting players at all, with the classes simply providing some bonuses that players may or may not decide are worth developing their skills in certain ways. Examples of this kind of system can be found in Kingdoms of Amalur and the Skyrim total conversion Enderal.
This sounds a bit like the system in Romancing SaGa: Minstrel Song. Classes provide bonuses and reduce the DP/LP costs of certain types of techniques, but they don't prevent you from using abilities outside the class. (There's still the fact that only 2 classes can use fusion magic, however.)

(Also worth noting that in RS:MS, you can buy the skills fo a class as a set, and you even get a discount for doing so; in fact, you can't purchase skills separately until you've raise one to level 3.)
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Darvond: I prefer low cost respec/switch. Like let me branch over into a new playstyle so I can experience more without having to do the whole grind. Learning new skills is enough.

Alternately, a classless system where everyone can eventually make use of all skills but with a limited number of slots. See also the Materia System in FF7R.
This sort of thing is why I love Final Fantasy 5 so much.

By the way, how does FF7R's Materia system work, and how does it compare to original FF7's?
Post edited March 17, 2021 by dtgreene
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dtgreene: This sounds a bit like the system in Romancing SaGa: Minstrel Song. Classes provide bonuses and reduce the DP/LP costs of certain types of techniques, but they don't prevent you from using abilities outside the class. (There's still the fact that only 2 classes can use fusion magic, however.)

(Also worth noting that in RS:MS, you can buy the skills fo a class as a set, and you even get a discount for doing so; in fact, you can't purchase skills separately until you've raise one to level 3.) This sort of thing is why I love Final Fantasy 5 so much.

By the way, how does FF7R's Materia system work, and how does it compare to original FF7's?
I don't know how it worked in the OG. As for FF7R: Materia, along with equipment can be leveled up. A lot of equipment comes with unique skills that can be learned a la FF9, but with a buttload less grinding.

So when you've got material equipped, it's leveling up as you use the skills. So an orb of Cure can become an orb of Cura and then Regen. Or something to that effect.
I forget what game but I swear I read about something where it's tied to age. So you can class change and reskill but you age 5 years or something. Makes sense for a full class change. A bard is going to have to commit some serious time to become a competent blacksmith or whatever. Eventually your stats start a slow decline and presumably you'd die at some point. Can't master everything in one lifetime right? Wish I could remember what game this was.

Anyway I think it'd be fascinating for sports games. Older superstars aren't usually as fast or strong as younger talents but have developed unique knowledge and skills that put them in a valuable class despite lowered stats. Everyone gets +3 stamina just for MJ being on the court. Or slightly higher shot accuracy if the assist comes from him. Contract costs go higher and eventually the old pro gets injured or just retires.Not sure if any games do this in their career modes as I haven't played anything new but it's gotta be a better idea then loot boxes right?
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Mplath1: I forget what game but I swear I read about something where it's tied to age. So you can class change and reskill but you age 5 years or something. Makes sense for a full class change. A bard is going to have to commit some serious time to become a competent blacksmith or whatever. Eventually your stats start a slow decline and presumably you'd die at some point. Can't master everything in one lifetime right? Wish I could remember what game this was.

Anyway I think it'd be fascinating for sports games. Older superstars aren't usually as fast or strong as younger talents but have developed unique knowledge and skills that put them in a valuable class despite lowered stats. Everyone gets +3 stamina just for MJ being on the court. Or slightly higher shot accuracy if the assist comes from him. Contract costs go higher and eventually the old pro gets injured or just retires.Not sure if any games do this in their career modes as I haven't played anything new but it's gotta be a better idea then loot boxes right?
That would be the classic Wizardry games, namely 1-3 and 5. (Wizardry 4 is its own thing, and is so different from the rest of the series that this discussion doesn't apply at all.) Each class change will age you, and your chance of a stat loss (instead of a stat gain) at level up will increase the older you get.

Elminage Gothic also inherits this mechanic, although there characters who are extremely young (like monsters you just recruited as party members, who start at age 0) will have poor stats as well, and you usually don't want to class change them, so you'll need to find another way to age them a little.

One thing I don't like in Wizardry 1-3 and 5 is that resting to restore HP will slowly age you in most versions of these games; since resting to restore MP is free and only has a 1 in 7 chance of aging the character a week, and since there's healing magic, the option to rest to recover HP feels lit a trap option, and those are not good game design, outside of certain types of troll or puzzle games (and I am not aware of any games of those types).

Stranger of Sword City handles age differently; older characters start with *better* stats, but have fewer life points (meaning they can perma-die more easily); on the other hand, age can't increase as the game progresses. Interestingly enough, the original version of the game limits the number of times you can class change, while Revisited instead just increases the cost of class change each time.
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idbeholdME: I usually prefer a respec option, but definitely not for free (money, rare crafting material etc.). Restarting a character just because I put a few points into useless stuff at the beginning feels terrible.

It also allows experimentation and playing without looking up information in advance.
This. Old tabletop RPGs and western computer RPGs made you take most of the decisions about your character even before you started to play. Once done, you were done with it. Restart if you made a mistake. Knowing that nowadays many games do not get more than one playthrough from the a large number of players (since there are so many shiny things out there, and a game must be really good to make you come back for more), this feels a bit too much.

On a side note, there are games where respec is expected and practically required. Like in Regalia, for example.
Considering that a character's class is supposed to be their entire adult life training and education, I would say no respeccing or class changing at all.
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Crosmando: Considering that a character's class is supposed to be their entire adult life training and education, I would say no respeccing or class changing at all.
So question: Final Fantasy 3. The characters are largely implied to not be adults or are very young adults. (The first class is even called Onion Kid).

What then? Or Final Fantasy V as well.
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Crosmando: Considering that a character's class is supposed to be their entire adult life training and education, I would say no respeccing or class changing at all.
More like their early adulthood training. People retrain and change career even in real life (dual classing, even more than once). Also parallel careers may be held (multiclassing). You can start as a science writer and move to physiotherapy. Or start as an engineer and become a marketing professional. Or as scientist and then publicist. Or as an engineer from a vocational school, work at a state-owned company, then work full time as a cartoonist. Or as a doctor, switch to hit the road full time with your rock band, become a stand up comedian and finally get your own shows on tv.


On a side note, apparently the last edition of D&D (5th) fully embraces the fun of dual-multiclassing and now characters can get a level in warrior, then one in thief, then one in... and so on. It is up to the player to decide.

^ All of the above are contemporary real life examples.
Post edited March 17, 2021 by Carradice
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Crosmando: Considering that a character's class is supposed to be their entire adult life training and education, I would say no respeccing or class changing at all.
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Darvond: So question: Final Fantasy 3. The characters are largely implied to not be adults or are very young adults. (The first class is even called Onion Kid).

What then? Or Final Fantasy V as well.
You know what I meant, their training and education.