Do you have a preferred class that you play?


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Do you tend to mix it up or do you stick with one or two different classes that you love? I tend to play support classes more than I do front line ones. I have played them in the past, but don't feel like they fit me that well. So most of the time I am either a Cleric (Which I feel I am great at because I am angry, and the best healers are always angry) or an Alchemist. That one is more thematic because I tend to play a crazy mute catfolk Alchemist who enjoys blowing things up. Plus the class is fun for me to play.
In class based games, I tend to aim for clerics.
 

I am mostly a DM. As a player I would in theory prefer arcane spellcasters but I have the habit of waiting for other players to decide first, and there is typically someone else wanting to play a Wizard or similar, and nobody playing a healer, so the class I most often ended up playing is Cleric.
 

Over 40+ years in the hobby- starting with D&D- I’ve played most of the base classes across the various editions. While a decent percentage have been single classed, most of my characters have been dual classed or multiclassed.

And after a while, I noticed a major pattern: the bulk of my characters combined martial skills with arcane casting of some kind. I even have a link in my signature regarding “Mage-brutes” in 3.5Ed.

To be clear, they’re not necessarily fighter-magic users, nor even multiclassed. A single class that combines arcane casting and significant martial prowess would qualify. In fact, one of the most recent 3.5Ed characters I created was a single-classed fighter who had arcane abilities due to feats & templates.

It’s such a strong preference, it pops up in other games.🤷🏾‍♂️
 
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Historically, I play a lot of monks. Just something about unarmed combat against a fully armored knight archetype appeals to me. A little bit of extra self imposed limitation, a little bit of extra abilities to play with, a little bit of a way to have fun with the meta without antagonizing the meta. Also, I sometimes find myself power gaming by accident, and playing a monk guarantees you never have to be worried about being overpowered.

In 5e, though, I find myself building a lot of warlocks. They're just so darn versatile. You can play so many weird but fun things with them. Frankly, they might actually too good at this point, and could be split into a couple different classes.
 

I don't have any specific classes that I strongly prefer (except Soulknife dips in 3.X), but I have a very strong preference for what 4e calls the Leader and Controller roles. Bard, Witch, any Shugenja but Fire, Tactician/Vitalist.
 


Generally, I lean towards the fighter sub-classes. Off the top of my head, the classes I have played the most are rangers, paladins, and barbarians.

thotd
 

I tend to mix it up. If I'm playing a new system I will gravitate towards options that are new-to-me either in whole or in part. When playing an existing system where I've done most of the options I will often pick last and fill in gaps in the party, or if someone else wants to pick last I'll do an option I haven't played in a campaign for good chunk of time. (Playing a class in a one-shot doesn't invalidate it.)

That said, I'm one of the talkers-to-others in my group, so in systems like D&D where certain choices have mechanical support for how I like to play, those get tiebreaker votes when all else is equal.

Oh, and I stay away from classes that don't match the GM's style. For example I played D&D 5e with one excellent DM for years but once the action was started it was almost always breakneck with no chances for a short rest. I didn't play a Monk or Warlock in their games, and stayed away from subclass choices like Battlemaster for Fighter. Mind you, this is staying away from disadvantaged classes, not heading for advantaged classes. He had a tendency to do short adventuring days (1-3 encounters max), last character I played with him was a rogue, even though a caster type would have advantage. I'm not looking to be the most powerful, I'm just looking not to put mechanical barriers in my way because of GM style not matching designer expectations.
 

I tend towards jack-of-all-trades builds with an eye to party support at at lower tiers and then "empowerment through synergy" at higher levels. Bards, Artificers, Clerics are good exemplars.

I do occassionaly go reverse, and make something tanky at Session0 then add in "party filler" abilities later. (I so love 2014 Ritual Caster. Had a barbarian "shaman" whose "spellbook" was a necklace of stones etched with runes.)

I rarely have more than two classes outside of one-shots, where I will go hog wild with weird class builds.
 

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