Merlion
First Post
Majoru Oakheart said:I don't think so. The designers said one of their core design rules for 4e was "never punish someone for doing their role." They've also said the classes were all given abilities which make them better at their specific role.
I don't remember everything that was said, but I got the impression that the comment about "punishing people for doing their role" meant that, for instance, clerics were punished for healing since that's all they could do that round. So, if you allow clerics to fulfill their role WHILE still doing other things, you weren't punishing them. If you can make an attack and heal at the same time or buff as a swift action enabling them to also heal the same round, then you are excelling at that role. You can give the ability to heal to another class in a different role (say, paladin) but they will not excel in that role. It may take them standard actions to heal people thus "punishing" them for taking actions outside of their role(they don't get to attack that round and they aren't doing anything to prevent the enemies from getting to their allies that round like they should be as a defender).
They may not be straightjackets, but I've got the impression from all of the comments the designers have made that they will at least be jackets with big labels on them saying "Leader" and having bandages in one pocket, salve in another, cheerleader pom poms attached to the sleeves, and "Go TEAM!" written on the helmet. You can ignore all the cool abilities you get that are only useful as a Leader and put on full plate, pick up a greatsword and attack all you want though. You just might feel kind of dumb for doing so when you look over and see the fighter wearing his "Defender" shirt that is made out of adamantine, projects a force field around him, has the ability to make a shield appear at will and has "Hit me first" on his helmet in big flashy letters on it.
I think the very point of the leader role is to let them do support, while being able to do more "active" things at the same time...
I have my concerns as well, but for the moment I am extending the benefit of the doubt, and assuming that in the end, the roles will be primarily rules jargon and aimed at new players. And that the mechanics involved will be for either 1) making support abilities worthwhile and 2) making it so that classes can really be good at the roles they've always had anyway, without as much not just infringement upon, but usupring of those roles by other classes.