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D&D Has Never Been Suitable for Generic Fantasy
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<blockquote data-quote="Neonchameleon" data-source="post: 5925281" data-attributes="member: 87792"><p>Alternatively one could use the team based nature and extract meta-classes like 'disruptive ability guy', 'healer', 'skill guy', 'defender of friends', 'killer', 'face'. You then make sure that all your classes fit these meta-classes, so although the Hacker and the Psychic are both 'disruptive ability guy' and can fit the same role in a team they do so in distinctly different ways. The classes remain with Hacker and Psychic being different classes.</p><p> </p><p>Just to complete the illustration, 4e uses meta-classes roles strongly based on the classes in Supplement 1: Greyhawk, and the meta-classes in the 2e PHB. But it has sufficient classes in each meta-class that when you want a setting without a class you can casually discard that without breaking the game. So druids and fireballs are both easily discardable without having to discard the role within the team played by druids or people who sling fireballs. As for halberds, I don't know how well 4e would work outside a fantasy setting; if you don't have melee monsters the defender role doesn't work.</p><p> </p><p>Come to think of it if you want a cinematic game with high melee and some ranged support you could do worse than a Jedi with the farmboy theme (Defender), a Scoundrel with the smuggler theme (Striker - Han Shot First!), a Diplomat with the princess theme (Leader), a Wookee Brawler with the engineer theme (Defender again I think), and an Astromech Droid (Controller) and his familiar who is fluent in six billion forms of communication.</p><p> </p><p>Edit: and previous editions of D&D have, to me, had to force themselves into settings that aren't D&D rather than flowed there. Compare how much work 2e Dark Sun is compared with 4e Dark Sun <em>despite Dark Sun having been written for 2e</em>.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5925281, member: 87792"] Alternatively one could use the team based nature and extract meta-classes like 'disruptive ability guy', 'healer', 'skill guy', 'defender of friends', 'killer', 'face'. You then make sure that all your classes fit these meta-classes, so although the Hacker and the Psychic are both 'disruptive ability guy' and can fit the same role in a team they do so in distinctly different ways. The classes remain with Hacker and Psychic being different classes. Just to complete the illustration, 4e uses meta-classes roles strongly based on the classes in Supplement 1: Greyhawk, and the meta-classes in the 2e PHB. But it has sufficient classes in each meta-class that when you want a setting without a class you can casually discard that without breaking the game. So druids and fireballs are both easily discardable without having to discard the role within the team played by druids or people who sling fireballs. As for halberds, I don't know how well 4e would work outside a fantasy setting; if you don't have melee monsters the defender role doesn't work. Come to think of it if you want a cinematic game with high melee and some ranged support you could do worse than a Jedi with the farmboy theme (Defender), a Scoundrel with the smuggler theme (Striker - Han Shot First!), a Diplomat with the princess theme (Leader), a Wookee Brawler with the engineer theme (Defender again I think), and an Astromech Droid (Controller) and his familiar who is fluent in six billion forms of communication. Edit: and previous editions of D&D have, to me, had to force themselves into settings that aren't D&D rather than flowed there. Compare how much work 2e Dark Sun is compared with 4e Dark Sun [I]despite Dark Sun having been written for 2e[/I]. [/QUOTE]
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