What, in your opinion, is the best class system in tabletop, /tg/?
Well, I'm typically more of a fan of classless systems but I really like class systems that encourage a team to specialize in wildly different areas to create a team of experts.
I guess I would have to say something like Anima for mechanical diversity even though I've never really played it? Or Dark Heresy if I have to pick one I've run before.
>>54898547
I like the class to have no mechanical advantage and just be flavor.
>>54898547
I really like the way rogue trader manages it, where your class effectively gives you a list of talents and skills you can purchase with the option of buying talents from outside your class with gm permission for extra xp cost.
Strike!, Legend and Shadow of the Demon Lord all have pretty great class systems, if you'd like them to be flexible, but want to retain the advantages of a class system.
>>54898547
I'm a huge fan of the Iron Kingdoms RPG setup.
>Archetype to determine if you're strong, deft, smart, or magical (almost supernaturally so for the first 3)
>Choose 2 careers, can mix and match at will (barring prerequisites)
>Potentially gain more careers as you advance in XP
I love how freeform it is. 2 characters of the same race and careers but different archetypes play completely differently. And how you can pull off silly combos. Want to play a super tanky in-your-face frontliner, but as a goblin (or the setting equivalent at least)? Mighty Gobber Spring Dhunian Paragon/Man-at-Arms, for all your full plate wearing, big weapon swinging, damn-near-impossible-to-kill-needs, in convenient travel size.