mearls said:One of the nice things about the roles is that they let you play around with power sources without messing up the basic structure of the game. You can totally do a no magic game with the PH by sticking to the fighter, rogue, warlord, and ranger. You wouldn't have a controller, but it is possible to create a martial one.
You can also roll things back another step and do some crazy stuff with the structure of the classes. Since many of the elements of character progression are unified, you could run classless D&D by allowing players to select maneuvers and spells from any class they want, mingling the two together, or start everyone with access to all heroic abilities and grant access to divine and arcane via feats.
The really nice thing is that this structure allows you to better depict many classic D&D settings and fantasy worlds. You can run pre-War of the Lance adventures in Dragonlance without clerics. You could run Conan with just the heroic classes for PCs and NPC spellcasters as villains and allies.
Okay. This is what I've been waiting for. Versatility, options, creative uses of the game without having to really spend time house ruling things. I've already pre-ordered the set of the corebooks, and now I don't regret it.
mearls said:The one stumbling block is that the game expects fighters to wear heavy armor, but you could get around that by building a simple house rule (a fighter in light armor gets a flat bonus to AC to make up the gap).
Ugh. I guess I can't have everything. I know a fighter in lighter armor is at a disadvantage when not in heavy armor, but that can simply be a cool quirk about a character; a character with disadvantages would have to think things out more and compensate in other places. But when a developer says that "a house rule is needed because the game expects it"? Sorta sucks the wind out of the design-by-concept sails....But...we'll see.