Scars Unseen
Hero
What do you associate with the duellist? What style of weapons, armor, etc.? What options do you want to use in combat? One man's duellist is another man's swashbuckler.
I'll answer that by reposting what I said a couple of pages back. Keep in mind I was kind of zonked out on Percocet when I posted it.
Me said:If you don't want to focus on roles in your group, then don't. Take the RP approach rather than the tactical approach. Think of a character concept, figure out what class it best fits under(if it fits any at all), then figure out what role what you thought of fits under as the last step before putting together a build. Despite WotC's attempt at artificially shoehorning classes into a specific role, the actual system they made is very flexible.
Let's try, shall we? I want to make a lightly armored duelist, and I am not interested in sneak attacks. Now I could make a rogue and use feats to try to fit in some fighter abilities, but that seems a poor fit, really. Besides, the system is flexible enough that I can make my own little duelist build for the fighter class.
So what do I want him to be able to do? Well, first of all, as a duelist, he would be trained to fight a single opponent at a time, so that is how most of his abilities will be designed. Second, he is going to need to be proficient at parries, ripostes and quick, deadly attacks. Seems to me that we have a bit of a defender/striker hybrid going here. Not exactly your "main tank," as they would say in MMOs, but capable of holding a single foe's attention and dispatching him.
OK, just so that we don't have powers all over the place, go ahead and establish that dexterity is going to be our primary ability, followed by wisdom and strength.
We will start by following MP's lead and creating a class ability that you can take in place of the weapon talent:
Duelist's Balance
You gain a +1 bonus to attack rolls with light blades.
When wearing light armor, you gain a +1 bonus to damage rolls with melee and close weapon attacks against an enemy you have marked. This bonus increases to +2 if you're wielding a light blade.
I'm not sure if that is balanced or not, but it seems reasonable. If you want to make a more defense related duelist, you could take tempest technique and use a parrying dagger.
Next comes powers. I could come up with some, but since this is not the house rules forum and I am currently feeling a bit woozy from the percocet, I'll simply suggest that if one were so inclined and a bit lazy one could simply retool some rogue powers to work with the primary abilities I chose above and run with it. It wouldn't really fit my concept, but as I said, you could if you wanted to. Instead, let's pretend I came up with some really interesting powers involving my concept.
I may actually do a write up on the concept later on when my head isn't spinning quite so much, but here I only wanted to demonstrate how it doesn't matter what WotC say the roles for each class are. You can decide that for yourself in anything other than a RPGA event. The system is actually more flexible than 3E. About the only place that it really fails is with the gish concept, and 3E didn't do so hot at that either until well into the product's life cycle.
I bolded the part that answered your question.
Just to clear things up, I don't think that the way some of you people are looking at the class/role relationship is wrong. I just don't think that it is the only way to look at it. The biggest problem i see with a strict role/class bond is that people are going to have concepts that fall thematically under one class, but have a different combat role, and if you keep to a strict relationship you're going to eventually start having a lot of classes that are very similar in form, but different in function. Why do I think this is a problem? It worked out alright in 3E, didn't it?
Well the problem is that this isn't 3E. The classes are no longer strict lines of power gain; they are flexible, allowing you to fine tune your character's abilities as you level. If you have the same class glut of 3E you will find yourself having to use feats to multiclass into variations of the same class concept, when there is already a system in place to have such variations.
Now if you want to take the tactical approach and pick a role and then build a character around that then there is nothing wrong with that, but I have never played in a gaming groups that did that in my 20 years of gaming. Every group I have ever played in or DMed for has taken a character concept and then tried to use whatever system we were playing to mechanically define that concept. I don't see why there can't be room for both approaches.