More a thread to explore my autism to justify playing a mage. Anyway what do you usually go for? For me, I consider>WarriorBeat class for an adventurer and you can come up with plenty archetypes for it, though I only really like a sword and shield knight or a Gimli type dwarf. Also most boring in terms of gameplay mechanics>ThiefMy favorite playstyle but it's often hard to roleplay and games rarely allow for the character type which I'm interested in. I like to sneak around as an assassin because I'm a pussy but realistically you rarely are in a position to assassinate, you end up fighting all the same.Also not a lot of games give you the option of being a court assassin intrigued in political dealings. I can only think of Morrowind, I guess TES in general.>Mage The most fun to play in terms of versatility, but if you're not an arch mage with his own castle I don't see how to roleplay one. Mages I don't really consider to be the adventuring types. I'm also very autistic and I don't understand how flame conjuring works, not to mention that driving a sword through someone is much more enticing that chucking fireballs at them. And I mean shouldn't they burn people alive rather than the kinetic impact hurting them?I also don't know maths or sciences so I'm not sure that mage best corresponds to my personality. I do read though...Anyway, discuss
>>4143580I take turns with any class, if the game is good.>Mages I don't really consider to be the adventuring types.Adventuring is where they find spells, artifacts, and knowledge.
>>4143588I suppose, but you wouldn't really expect a frail old dude to go out venturing in caves, not by himself anyway. Guess it makes more sense in party RPGs
>>4143590What game forces you to play a frail old mage?
>>4143580It makes more sense to me for a Wizard to just hire adventurers to get them their stuff. Imagine how useful Magic would be in everyday life. They could get rich just wizarding up some buildings or repairing fields.
>>4143599Yeah that's what I'm thinking as well. Should be more of an NPC archetype.>>4143595>inb4 buff wizard image
>>4143601Maybe lore-wise it could be trained mages sending out their apprentices to potential doom in order to recovery their gewgaws and macguffins, in exchange for tutorship or something. Youngsters going on adventurers for the aged and wizened upper class. Mortality rate of 50%?! I think that's more of a 50% success story!
>>4143603Still I think they'd rather hire some mercenaries, good apprentices are hard to come by.Even then, I can't wrap my head around the logistics of a younger wizard going on an adventure. I mean he won't chuck frostbolts at any rat. What I'm getting at is, even Gandalf had a sword.
>>4143612Advisory, Consultant, Support, IndentifierAll good Wizarding classes
>>4143580Cleric.>destroy demons, undead abominations via TURN>wear armor, shield, mace>really spells are just as powerful as wizard's in the end, if not more >a god on your side to smite the unbelievers and eventually hang out with, additional cool level of customization others don't really get based on the theme of your religion>make all the fedora tipper players really uncomfortable for no discernable rp reasonsThe original battlemage, and you can heal and support your heathen friends if you're feeling generous.
>>4143580In any RPG that lets me, I always try to play a mage first.I've found that you can usually get a good sense of how well designed the game is by how balanced the experience of being a secondary type of character is. Most games will design for Fighters being the standard, but something so wildly different as a mage would need a lot of different considerations that often devs just don't take into account enough.On opposite ends of the spectrum, you've got Skyrim and Morrowind. Skyrim, you're too weak, and Morrowind, you're too strong. Even without potions.Demon's Souls is too strong, Dark Souls 3 is too weak.Usually MMOs get it just right. The online minmax culture tends to necessitate this.Game designers seem almost afraid of Magic. It's supposed to be powerful, but because of that power, you need to give it as many drawbacks as you reasonably can. This has always been the case since Tabletop RPGs came into being with the need to prepare which spells you're able to cast that day during a rest, leaving you swinging a stick, or slinging rocks the rest of the time. I've never really been a fan of Vancian magic as it detracts from the feeling of being a versatile strategist, able to whip out a solution to just about any problem with your vast wealth of knowledge. Even when they don't use vancian magic, most of the time games with a blue magic bar make it very limited, and require a rest or certain conditions or items to replenish. While swinging a sword or drawing back a bow string typically doesn't have this sort of restriction.Even aside from all that, I've always been intrigued by the concept of magic. Understanding the natural world to such a degree that you can manipulate it to your advantage with a series of hand gestures, and a few esoteric words. It doesn't just require learning, but understanding. It's hard to describe, but most games don't really capture this idea, instead just treating magic as just another type of singular weapon.
I choose whichever class gets the best ranged combat options.