steeldragons
Steeliest of the dragons
Spawned from the Bard concept thread...got me to thinking about what the prevailing concepts are about any/all classes.
So, I'll list mine out here. Feel free to list your own, add to whatever I've said, or share some concepts of things I don't cover here. S'all good.
Naturally, so we're clear from the outset, mine is the only right and correct way to conceive the classes and play the game. But y'all are free to talk about yours here, too.
The D&D game, and to a greater extent all Fantasy genre RPGs that came after, is broken into a quartet of class structures.
The primary class categories: The Warriors. The Wizards.
The secondary "support" class categories: The Rogues. and the Priest classes.
Then the tertiary whatever various combinations thereof.
The Warriors are epitomized by the rather unoriginally and directly named, Fighter class. It's what it says on the tin. Literally, "the one who fights." They don't use magic. They do use armor and weapons, have access to any and all of them, and are "the best" at doing so. Flavor is not an issue or limiting factor and can literally be anything you want to imagine of/from all conceivable historic and fantastic cultural backgrounds.
The Barbarian and the Battlemaster is a more narrowly flavored and specifically defined Warrior with an added layer of mechanical complexity built into that flavor.
The Eldritch Knight (potentially some Paladins or Rangers) is another more narrowly flavored and specifically defined Warrior with a different additional layer of mechanical complexity built (magic/spells) into that flavor.
The Wizards are epitomized by what I settle on (as they were termed in 2e, and basically because it's shortest/simplest to type) "the Mage." Formerly the -again somewhat unoriginal but very direct- "Magic-user" and carried throughout the games history to exist today as "the Wizard." Basically, the guy with the magic. Studies and uses their spellbook to work magical energies, sorcery, witchcraft, "Arcane" or "occult" powers of whatever fantastic description/explanation you like. If you want to track minutia of component materials, what is verbal or somatic or just some rhymey incantation, Rowling-latiny sounding nonsense, some detailed specific language of magic, or simple internal concentration and pointing, are all really just matters of dressing and personal flavor preferences. The Mage, however their spellcasting is flavored/described, is the best there is at using magic.
The Sorcerer is a more narrowly flavored and specifically defined Wizard with an added layer of mechanical complexity built into that flavor.
The Warlock is another more narrowly flavored and specifically defined Wizard with a different additional layer of mechanical complexity built into that flavor. Some variations of which might also play/"feel" more akin to a Rogue or Priest class.
The Rogues are epitomized by "the Thief." They are the skill-monkey. A non-magical "expert" who has tricks and tips for getting things done, generally without/around direct combat. They use some weapons. They use some armor. But, again, the use of weapons and armor is not the primary function of this support class. They're there to scout, to stealth, to notice/avoid the traps, pick the locks, climb the walls and listen at the doors, possibly to interact/deceive/persuade/haggle/fast talk their way -likely "into" as much trouble as "out of"... They are the best there is at using -again non-primarily combat and non-primarily magic- skills.
The Assassin is a more narrowly flavored and specifically defined Rogue with an added layer of mechanical complexity built into that flavor.
The Arcane Trickster, potentially Rangers, and certain Bards are other more narrowly flavored and specifically defined Rogues with different additional layers of mechanical complexity built (magic/spells) into that flavor.
The Priests are epitomized by "The Cleric." This possibly might be better termed as "the gish" since their crux is the use of some arms/armor and the use of magic. They are there to support...Need a little extra help on the front line? Call a priest. Need some magical back up? Call a priest. Fill in the gaps with some (mostly interactive) skills? Call a priest. Yes, they ave some weapons and some armor. Yes they have some magic, some even different from the mage's flashy big bang stuff. They are the "fill in the gap" classes, and their initial incarnation, and still most potent and diverse, is the Cleric.
The Druid is a more narrowly flavored and specifically defined Priest with an added layer of mechanical complexity built into that flavor.
The Paladin, the Ranger, the Bard, and Monk are all the MOST narrowly flavored and specifically defined classes because they have the most diverse abilities: mixtures of elements of Warriors & Wizards, Priests & Rogues, Priests and Warriors, Warriors & Rogues, three together or all four combined, etc...etc... with different additional layers of mechanical complexity built (channeling/spells/inspiration/ki) into that flavor. These are the "tertiary" combo classes.
So, I'll list mine out here. Feel free to list your own, add to whatever I've said, or share some concepts of things I don't cover here. S'all good.
Naturally, so we're clear from the outset, mine is the only right and correct way to conceive the classes and play the game. But y'all are free to talk about yours here, too.

The D&D game, and to a greater extent all Fantasy genre RPGs that came after, is broken into a quartet of class structures.
The primary class categories: The Warriors. The Wizards.
The secondary "support" class categories: The Rogues. and the Priest classes.
Then the tertiary whatever various combinations thereof.
The Warriors are epitomized by the rather unoriginally and directly named, Fighter class. It's what it says on the tin. Literally, "the one who fights." They don't use magic. They do use armor and weapons, have access to any and all of them, and are "the best" at doing so. Flavor is not an issue or limiting factor and can literally be anything you want to imagine of/from all conceivable historic and fantastic cultural backgrounds.
The Barbarian and the Battlemaster is a more narrowly flavored and specifically defined Warrior with an added layer of mechanical complexity built into that flavor.
The Eldritch Knight (potentially some Paladins or Rangers) is another more narrowly flavored and specifically defined Warrior with a different additional layer of mechanical complexity built (magic/spells) into that flavor.
The Wizards are epitomized by what I settle on (as they were termed in 2e, and basically because it's shortest/simplest to type) "the Mage." Formerly the -again somewhat unoriginal but very direct- "Magic-user" and carried throughout the games history to exist today as "the Wizard." Basically, the guy with the magic. Studies and uses their spellbook to work magical energies, sorcery, witchcraft, "Arcane" or "occult" powers of whatever fantastic description/explanation you like. If you want to track minutia of component materials, what is verbal or somatic or just some rhymey incantation, Rowling-latiny sounding nonsense, some detailed specific language of magic, or simple internal concentration and pointing, are all really just matters of dressing and personal flavor preferences. The Mage, however their spellcasting is flavored/described, is the best there is at using magic.
The Sorcerer is a more narrowly flavored and specifically defined Wizard with an added layer of mechanical complexity built into that flavor.
The Warlock is another more narrowly flavored and specifically defined Wizard with a different additional layer of mechanical complexity built into that flavor. Some variations of which might also play/"feel" more akin to a Rogue or Priest class.
The Rogues are epitomized by "the Thief." They are the skill-monkey. A non-magical "expert" who has tricks and tips for getting things done, generally without/around direct combat. They use some weapons. They use some armor. But, again, the use of weapons and armor is not the primary function of this support class. They're there to scout, to stealth, to notice/avoid the traps, pick the locks, climb the walls and listen at the doors, possibly to interact/deceive/persuade/haggle/fast talk their way -likely "into" as much trouble as "out of"... They are the best there is at using -again non-primarily combat and non-primarily magic- skills.
The Assassin is a more narrowly flavored and specifically defined Rogue with an added layer of mechanical complexity built into that flavor.
The Arcane Trickster, potentially Rangers, and certain Bards are other more narrowly flavored and specifically defined Rogues with different additional layers of mechanical complexity built (magic/spells) into that flavor.
The Priests are epitomized by "The Cleric." This possibly might be better termed as "the gish" since their crux is the use of some arms/armor and the use of magic. They are there to support...Need a little extra help on the front line? Call a priest. Need some magical back up? Call a priest. Fill in the gaps with some (mostly interactive) skills? Call a priest. Yes, they ave some weapons and some armor. Yes they have some magic, some even different from the mage's flashy big bang stuff. They are the "fill in the gap" classes, and their initial incarnation, and still most potent and diverse, is the Cleric.
The Druid is a more narrowly flavored and specifically defined Priest with an added layer of mechanical complexity built into that flavor.
The Paladin, the Ranger, the Bard, and Monk are all the MOST narrowly flavored and specifically defined classes because they have the most diverse abilities: mixtures of elements of Warriors & Wizards, Priests & Rogues, Priests and Warriors, Warriors & Rogues, three together or all four combined, etc...etc... with different additional layers of mechanical complexity built (channeling/spells/inspiration/ki) into that flavor. These are the "tertiary" combo classes.