Choose the most accurate break down of game development skill to fantasy combat class correlation. I’ll start:
2D artist: Warrior, many are needed, backbone of any game dev. 3D Artist: Swordsman, Like a warrior but better trained, more technical Musician: Rouge, all musicians are potheads, they sneak around at night and deal on the black market. Programmer: Wizard, They have to study countless books to learn the highest levels of their skill. Designer: Archer, they don’t do any real fighting, they sit back and fling arrows while everyone else does the dirty work. Animator: Assassin, because they kill projects by hanging out with their girlfriend instead of working on our project causing us to get a terrible grade!
What about the guys that set up the hosting etc.
Technicians: Peons / Workers. They’re a dime a dozen, highly expendable, but you’re in the $#!^ if you have none left.
Interesting choices, I’d like to hear your rational behind those. I thought of Bard, but I left it out because I wanted to assign fighting classes. I guess a bard could wack something with his lute.
I went with some of the base AD&D/D&D classes/subclasses. So it’s none of the Trinity nonsense seen in MMOs…everybody fights.
Fighter for durability - long hours, strength in coding ability, etc, etc.
Rogue for cunning, spatial awareness - just the way in which their view of the world might be more 3D, etc, etc.
Mage for intellect, conceptualization - affecting the appearance of things and what’s seen - textures, GUI, etc, etc.
Cleric for support - the manner in which he or she works with the others to get the job done, etc, etc.
Paladin for that combination of support and durability - doing a little this, a little that - rallying the group, etc, etc.
Bard…well…a variety of sounds and music, both offensive and defensive support, etc, etc.
Rogue-Fighter…would lean toward Ranger. Depending on how you branch the system out - which version etc, you could easily have urban Rangers as well as things such as underground Rangers - subterranean Dwarf Rangers and all that jazz.
I’d be one of those multiclass guys that just hangs around the tavern talking about what could have been…
I think the Bard should be the publisher. Parties really need them, but no one likes them all that much and all they do is prance about singing and dancing…
While I like templates, I have a preference for more skill based systems than class based systems. A template can help out, but inevitably the person’s going to grow beyond that template. Classes can create false limitations that do not exist.
On many teams, folks need to wear more than one hat - they’re going to multiclass.
I would be hard pressed to tell you what my main skill is. I can definitely point out what my most lacking skill is - 3D characters. Vehicles? Can muddle through. Buildings? Fun stuff. Various props? Nifty challenges. Characters? How about a nice 2D game?
So perhaps instead of my looking for what a particular character class is best at - I should be looking at what each is worst at, and go with that.