Nahat Anoj
First Post
I really like how 4e explicitly defines the four roles PCs tend to fall in to in combat. It's a great way for new players to get a handle on classes, and when new classes are released experienced players can quickly analyze how this class would fit in with the party.
Even before new of 4e was released, I was thinking of classes in terms of "tanks," "dps," and "healers". My WoW experiences changed the way I thought and spoke about classes, for the better. After having played WoW, I can't imagine thinking of classes in any other way.
What I think makes roles work really well is that there are multiple classes per role (except for controllers of course, but that has been remedied in part and will soon be remedied in total). Each class performs the basic functions of the Role reasonably well most of the time, but they are usually different enough to have their own unique feel. Probably the role the needed the most "help" was what is now called the leader role. Clerics are a great class, and I like playing them, but warlords are a great alternative for players who aren't interested in clerics for some reason. A warlord isn't as good of a pure healer, but it's ability to augment the attacks of others make it a great leader class.
I have not found roles to limit character concepts. Well, I take that back - I bet we will never see a defender class that has low hitpoints, low armor and can't punish the monsters for attacking other PCs. In the words of a group of bards, such a concept dwells in the "deathly darkness that belies the fate of those who never ran."
I've found classes are actually the biggest limiters of character concepts, but classes do this in ways I'm usually prepared to accept. Examples include a paladin having a bad Stealth or having rogues be bad at wearing plate armor. As far as I can tell, a class's role is just a general indicator of what the class does in combat. But even then, there is plenty blurring of the lines. A great weapon fighter can deal a respectable amount of damage, for example.
Even before new of 4e was released, I was thinking of classes in terms of "tanks," "dps," and "healers". My WoW experiences changed the way I thought and spoke about classes, for the better. After having played WoW, I can't imagine thinking of classes in any other way.
What I think makes roles work really well is that there are multiple classes per role (except for controllers of course, but that has been remedied in part and will soon be remedied in total). Each class performs the basic functions of the Role reasonably well most of the time, but they are usually different enough to have their own unique feel. Probably the role the needed the most "help" was what is now called the leader role. Clerics are a great class, and I like playing them, but warlords are a great alternative for players who aren't interested in clerics for some reason. A warlord isn't as good of a pure healer, but it's ability to augment the attacks of others make it a great leader class.
I have not found roles to limit character concepts. Well, I take that back - I bet we will never see a defender class that has low hitpoints, low armor and can't punish the monsters for attacking other PCs. In the words of a group of bards, such a concept dwells in the "deathly darkness that belies the fate of those who never ran."
I've found classes are actually the biggest limiters of character concepts, but classes do this in ways I'm usually prepared to accept. Examples include a paladin having a bad Stealth or having rogues be bad at wearing plate armor. As far as I can tell, a class's role is just a general indicator of what the class does in combat. But even then, there is plenty blurring of the lines. A great weapon fighter can deal a respectable amount of damage, for example.