Aldarc
Legend
How so?Allowing players to "play what they want" means that all character classes need to be able to handle every role possible. You end up with all the character classes generally feeling the same.
How so?Allowing players to "play what they want" means that all character classes need to be able to handle every role possible. You end up with all the character classes generally feeling the same.
How so?
Bold: That's the fallacious assertion of class balance, because "Allowing players to "play what they want," does not, in fact, mean "that all character classes need to be able to handle every role possible," as that still frames the class design in a way that presumes the need or existence of roles at the outset.If every character can fill any role, regardless of class, then that makes it much more difficult to significantly differentiate between classes - except, perhaps, by giving different descriptive flavor to similar mechanical functions, which ends up being only a veneer of differentiation.
Allowing players to "play what they want" means that all character classes need to be able to handle every role possible. You end up with all the character classes generally feeling the same.
No. It means that the GM must be equipped to handle the players' style (or vice versa). I'll grant that the dungeon is the default gaming environment and the one that best fits the module style of delivery. It's a reasonable assumption that most groups are going to spend a plurality, if not a majority, of their time dealing with dungeons. The game should handle that scenario well. The further along the D&D timeline you go, however, the less that seems to be an assumption and the more it seems to be myopia.Allowing players to "play what they want" means that all character classes need to be able to handle every role possible. You end up with all the character classes generally feeling the same.
I can't read the minds of dead men, so I can't say with certainty how it was designed, but the 4 iconic classes each had functions that a party would be disadvantaged in having to do without. The fighter was a high-ac/high-hp front line that could stand up to attacks that others couldn't. The Cleric healed and could trivialize combats vs undead. The Theif dealt with primarily with traps, and scouting. The wizard was a nearly indespensible utility character, in addition to having combat-ending spell power. With AD&D, there were sub-classes that could fill in. A paladin or ranger could presumably fill in for a fighter on the front line. A Druid could heal, if not as well as the cleric. An Assassin had some theif skills. An Illusionist could pull some wizard tricks, but it's effectiveness was even more varied from DM to DM.Yes, basic D&D had 4 base classes. So what? 1ed AD&D had, what, 7? The game was not designed around having all 7 in the party. It wasn't designed around any particular party.
Actually, this whole "You must have X to succeed" (where X could be a thief, a cleric, etc.), or its close cousin, "If you are X you will fail" mindset is something that I hope will not translate into 5e. Why should a party of five bards expect to get killed in a war campaign? I can accept that it might be harder for them to succeed, but to have no chance of survival at all? Not acceptable, in my book. The same goes for the other side of the coin: clerics shouldn't trivialize undead encounters, thieves shouldn't be the only ones who can get past traps, and so on. Other characters might have to do it differently, or might not be able to do it as well, but the extremes of hyper-competence and total incompetence are things that I hope 5e will manage to avoid.Nonetheless if a party of 5 bards shows up for a grim and gritty war campaign they should get killed. If 5 thieves show up, maybe they'll be able do it sneaky ninja style. If 5 wizards show up they'll be great, until they run out of spells or get run down by cavalry.
Bold: That's the fallacious assertion of class balance, because "Allowing players to "play what they want," does not, in fact, mean "that all character classes need to be able to handle every role possible," as that still frames the class design in a way that presumes the need or existence of roles at the outset.![]()
Yes, basic D&D had 4 base classes. So what? 1ed AD&D had, what, 7? The game was not designed around having all 7 in the party. It wasn't designed around any particular party.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.