I'm not sure if you're familiar with the traditional argument why roles are limiting: namely, that they forced PCs to act in one particular way in combat. Now, I happen to disagree with that argument (in fact, I would say that it doesn't even have a factual basis), but if you do accept that argument, the logical soultion would not be to extend the concept of roles to the non-combat aspects of the game. That would seem to create constraints where none had previously existed.The problem was that the Roles were tailored for combat only. That was limiting for an RPG and needlessy so.

Exactly. (Can't XP again yet, or you'd have gotten that comment with some yummy level-up sauce, too.)There is a HUGE difference between saying "you are playing the Fighter so you should fight" and "you are playing the Fighter so you should be the tank"![]()
Right, and the problem is not roles. As you pointed out, the problem was shoehorning classes into one default combat role. (Not that it actually limited individual characters very much at the table, due to power selection and multiclassing, but we'll let it pass for now.)There is a HUGE difference between saying "you are playing the Fighter so you should fight" and "you are playing the Fighter so you should be the tank"
Pre-4e roles were generic enough so that you could have different types of fighters or wizards: a fighter could cover a few different roles, and one role could be covered by several classes. Shoehorning classes into one default combat role really impoverished the game IMHO, it felt like reduced biodiversity.
doesn't throw out the baby with the bathwater.
smiley. If they're going to go with this, why make you choose? Why not just give an indication (via tags?) what type of power/feat is? This keeps it "advice" like Mr. Mearls talks about, and if you want a purely "bodyguard" (Defender) type guy, only take [Defender] powers and feats. It'd also make looking up that type of power/feat in a computer database pretty easy, if they were tagged as such as well (select powers, check allowed books, check types of powers you're interested in: defender, fire).As you pointed out, the problem was shoehorning classes into one default combat role.
Arguably, you could take the concept of roles (each character should be able to do at least one thing quite well), allow the player to choose what role his character wants to play.
Ha, that's cool. I never knew we had so many smileys until now...In other news, I just noticed that we have asmiley.
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I guess it depends on howIf they're going to go with this, why make you choose? Why not just give an indication (via tags?) what type of power/feat is? This keeps it "advice" like Mr. Mearls talks about, and if you want a purely "bodyguard" (Defender) type guy, only take [Defender] powers and feats. It'd also make looking up that type of power/feat in a computer database pretty easy, if they were tagged as such as well (select powers, check allowed books, check types of powers you're interested in: defender, fire).
is structured - fighters might no longer have "powers" (at least not in the basic module), but judging from one of the supposedly leaked playtests, they might be able to choose between fighting styles. There was one "defendery" style, one "strikery" style and two others (archery and two-weapon fighting) which allowed multiple attacks which could be considered "controllery".It's almost as if you could choose to play a sword and shield fighter, a greatweapon fighter, a warlord, a barbarian, a STR ranger, etc! And then hybrid them, or multi-class into a paragon path from a different class, to mix things up a bit.Arguably, you could take the concept of roles (each character should be able to do at least one thing quite well), allow the player to choose what role his character wants to play (your fighter could be aStrikerhard-hitting damage dealer, aDefenderbodyguard and protector, or aLeaderbattlefield tactician providing guidance and inspiration to his allies - which do you choose?), and maybe even allow more experienced players the option to take on more than one role through feats or higher-level class feature choices.
I also think that it has no factual basis.I'm not sure if you're familiar with the traditional argument why roles are limiting: namely, that they forced PCs to act in one particular way in combat. Now, I happen to disagree with that argument (in fact, I would say that it doesn't even have a factual basis)
I guess it depends on howis structured - fighters might no longer have "powers" (at least not in the basic module), but judging from one of the supposedly leaked playtests, they might be able to choose between fighting styles. There was one "defendery" style, one "strikery" style and two others (archery and two-weapon fighting) which allowed multiple attacks which could be considered "controllery".

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