In general, I don't find 4e's "thematic archetyping" to be a particularly compelling "feature" of the system.
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A character's particular features for handling combat don't reflect his or her conception of "who I am as a person, and where I stand in the world."
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If the primary consideration is "thematic" play, then why straitjacket players into a "role" where powers selections determine the theme?
I think you're being a little misled by "role" here, for the reasons [MENTION=87792]Neonchameleon[/MENTION] has explained.
But putting that to one side, you are correct that 4e links PC theme quite tightly (in my view not exclusively, though) to combat ability. While 4e has, in my view, the best support for non-combat action resolution of any edition of D&D, there is no doubt that it is designed to make combat the pre-eminent site of conflict resolution.
In the real world, there is no doubt that (to pick a non-combat example) fire fighters and (at least some) paramedics are very valiant. But in 4e that sort of civilian "adventuring" is not made the focus of play. It's a romantic (and potentially gonzo) high fantasy game that prioritises combat - between mortals, and between immortals - as the ultimate way of settling disuptes and determing destinies.
combat really is where the rubber meets the road, especially in a high action game.
I don't disagree with this, but in 4e I think it goes further - it's an aesthetic choice by the designers (and consistent with the source material) to make combat pre-eminent. (But not exclusive. And not for its own sake. Both are common criticisms of 4e that in my view are based on a misunderstanding of what the game is trying to do.)
Was it in the other 4e thread where we hit on this? I know you mentioned something about Valiant Strike there.
I don't have to resort to metagaming for Valiant Strike. Clearly his god smiles on the valour of the outnumbered paladin, empowering him according to the weight of his foes!
These two posts give me a better handle, I think, on what AbdulAlhazred had in mind.
Yes, I'm a big fan of the game taking steps to correct for the dice in the thematically appropriate, romantic/heroic fantasy direction. When it comes to framing, I do this by choosing encounters rather than rolling on a random table (which takes us all the way back to S'mon's OP). When it comes to resolution I want to see it in the mechanics rather than rely on player or GM fudging in the interests of "the story", "the theme". I find fudging unhappy just because it puts a limit on how hard you push things, and I really like how 4e lets me push: when I tell a player "You're hit", and then roll 6 d10s out on the table, it has a viscerality that is hard to beat! (Assuming you're not going to involve real viscera!)
I've had at least 6-8 players at various times, both in person and in forums like this one, state that "Your class doesn't matter, it's just a collection of combat powers, pick the one that you think makes you fight the way you want."
Mostly you'll get that when you see someone say "I want to be a fighter with a bow". (At least, that's my experience.)
Yet Manbearcat and permerton are discussing 4e classes (and their associated powers) as being part and parcel with a "thematic archetype," something which allows players to build on a very specific kind of narrative play.
I've talked in the first instance about a single power - Valiant Strike - that engenders valiant behaviour on the part of the PC whose power it is - because otherwise the power is no good.
Generalising this to a whole class is a different matter. It is mostly true for the paladin, in my view (and if we bracket the blackguard), just because of the powers that have been published for that class.
For a class like wizard, or fighter, or warlord, or even rogue, the variety of powers is far greater, and the likelihood that narrative weight will follow from class alone is correspondingly reduced. But the powers you choose will still determine how you engage the game (particularly, but not exclusively, in combat). And this will have implications for the theme you end up expressing - deliberate or, sometimes, accidental.
An instance of (semi-)accidental theme is the drow sorcerer in my party. Although a fairly squishy ranged striker - just like the archer-ranger - he ends up in the thick of melee quite a bit - because of his love of Flame Spiral (a close burst that he can use multiple times per encounter), or because he manoeuvres in a way to drop his cloud of darkness without hurting the other PCs too badly, or just because he is proud and overconfident! And over time this has led the player to build in features of the PC to help make him a bit more resilient, which then encourages a bit more rash positioning, etc.
More than in other mainstream fantasy RPGs that I'm familiar with (though Rolemaster can come close), the PC build has enough detail that interacts significantly with the action resolution to mean that building your PC is choosing not just a mechanical path but a story path. Very different from classic D&D, where a fighter choosing to use a polearm, or a two-handed sword, or a sword-and-shield, has comparatively little impact on the ensuing story.
But nothing inherent in 4e prevents you from taking that power and playing a cowardly, self-serving paladin.
I'm missing one thing here - how and why would you do this?
I mean, if you're cowardly and self-serving you're not going to get yourself surrounded by foes if you can help it - which is the only time this power is particularly special. (Against a single foe it's just a basic attack with +1 to hit, nothing very special for an at-will.)
As I understand it, this is [MENTION=6696971]Manbearcat[/MENTION]'s point in this and the other thread - to build your PC with this power
is to build a PC who will play as valiant, provided you actually want to use your PC as statted up.
In other words, this:
Regarding "deprotagonization", I'm not sure it could be any more "protagonizing". You are brave. This fluff says so and here are mechanics to abstract it. This is your resource to deploy at your discretion and it will always be thus. No measure of DM fiat or player protest can change its deployment or what it says about you. If you do not want to be brave, bold, valiant...don't pick this power?