dtgreene: In any case, my favorite type of character to play in an RPG would definitely be a magic focused character.
StingingVelvet: This could be a thread of its own but I often feel like magic seems weak in real-time games. In a strategy focused RPG... Baldur's Gate, Final Fantasy, whatevs... it can feel very powerful. But in something like Skyrim or Gothic I feel like it usually feels weak, and I spend most of my time running around waiting to use something. Skyrim especially had a cap on magic damage if I remember correctly, resulting in melee or archery being much more powerful after a certain level.
Earlier Elder Scrolls are much better for magic. You can even create your own spells!
Morrowind has an especially good variety of spells. While combat spells (particularly damage) aren't as good as in the other (pre-Skyrim) TES games, you could do all sorts of other things, like jumping to the other side of the (rather large) world the game takes place in.
Then again, sometimes you could create spells that are gamebreakingly powerful, like in Arena you can create (and feasibly cast, at high enough level) a spell that negates the next 99 damage per level that you take.
Also, the power and usefulness of magic varies in different Final Fantasy games. Here is my summary of the ones I'm more familiar with:
FF1: Great for taking out groups of enemies, but no good single target attacks.
FF2: Damage spells aren't that good, except when the enemy has a weakness. Status effects work great if your equipment doesn't interfere, and single target Berserk is also really good.
FF3 (FC): A Black Mage's damage spells aren't that good, but status effects work really well, except on boss fights where they're arbitrarily disallowed. Late game, Summoners become good. Once you get past the early game, pretty much every boss resists all elements, and even spells like Drain will fail on bosses.
FF3 (DS): Attack magic is decent early on, but weak later on. Status ailment spells are useless. Healing magic is quite powerful this time around.
FF4: In the mid-game, you get access to some powerful magic, but neither the enemies nor your MP supply will keep up. (Sure, it's nice to be able to cast powerful elemental spells for 30 MP each, but when your only caster has 90 MP, that's a bit much.) In the late-game, you get the MP to cast those spells, but now the enemies are able to withstand them; spells are still useful, except when too many late-gate enemies (including the final boss) counter magic but not physical attacks. The pattern is especially apparent in the DS version, where you also have Twincast being powerful at the same time you have those powerful 30 MP spells.
FF5: Attack magic is really good here, particularly summons. This becomes more true the more you progress through the game, though physical attacks catch up when you get the ultimate weapons and high end abilities. Status ailments work on bosses again, though you still might need to find the one status the boss isn't immune to.
FF6: Physical attacks scale better than spells here, but spells have constants so large that they dominate the whole game. (Ultima will reach 9999 well before physical attacks will catch up.)
FF7: From what I remember, spells aren't that great for offensive damage, except for summons (expensive with long animations) and blue magic (Enemy Skill materia). This game is notable for having a summon that could hit 13 times for heavy damage each time; who thought *that* was even remotely close to being balanced?
FF8: Haven't played it, but from what I understand, you're better off junctioning your spells to your stats and never actually using them in most cases. (Aura is good, however.)
FF9: Magic seems fairly tame here, especially later on when everyone, even the non-casters, can do 9999 with the right MP-using skill.
FF10: Haven't played, but from videos magic isn't that great. It may be usable for the main game, but physical attacks scale better, and unlike in FF6, physical attacks will reach the damage cap first. Furthermore, if you have a way to break the damage limit, physical attacks can reach the new damage limit, but it appears spells can't. (Result: Offensive magic is completely useless in most Dark Aeon fights.)
StingingVelvet: Anyway, I'm big on stealth. In Skyrim I played a sneaky archer and in Fallout I'm a sneaky rifle guy outside and a sneaky pistol guy inside. That's just my jam. A lot of those games will randomly put you in situations where stealth is impossible though, which is insanely annoying. That's another whole thread to itself.
I'd rather have stealth be impossible (though I suppose it could be frustrating if you're using a stealth build in a game that doesn't let you easily change that) than have it be required.