Hussar said:When you get past all the hyperbole (Roles restrict roleplay! Roles force us to eat brocolli) and sit down and actually look at what a role does, this is precisely what a 4e role is - advice on how a given class works in play.
I have no problem with the combat roles in 4E. I love them, in fact.
However, they stopped before making non-combat roles.
We need a couple sets of roles
The infinite combinations would be cool
That's a cool idea. Come up with a whole bunch of different roles, some combat-oriented, some social-oriented, some reconnaissance-oriented, etc, and allow classes to fill several of those roles simultaneously.
Well, mechanically they could always treat roles as more explicit and separate, instead of less so and embedded. Make "role" an actual mechanical widget, just like race, class, feats, etc. Then simply include option in that list that amount to, "no thanks, I'll make my own". For whatever feats, powers, spells, etc. that exists outside of that framework, but should be informed by it, use keywords.
Another nice thing about this is that you can have roles that not everyone will enjoy, perhaps some that don't even overlap well. I don't care for games where one guy can be the "face guy". Others don't like "defenders". Someone else will want a guy with no particularly great combat abiltiies whatsoever:
Note that nothing says that you must "strengthen" your chosen role, either, with those feats, powers, etc. picks. Those are just there to tell you how to go about it if you want to. Of course, an individual table might decide that you must--if you sign up to play a "leader" then you have to bring N abilities to the table. Everyone can draw the line where they want.
- Defender - marking ability, pick from a handful of relevant consequences, pick options with "defender" keyword to strengthen the role.
- Face Guy - some kind of reroll ability on social skills, pick from a handful of ways to mitigate failures on social rolls, pick options with "face" keyword to strength the role.
- Adventurer - some kind of bonus feat ability or "generic" option that works ok no matter what your focus (not unlike what "humans" often get for racial abilities), pick from a handful of similar ways to mitigate failure or get bonus action point or something similar, pick any options that strike your fancy.
- And so forth.
Ignoring roles for just a minute, one theme in this article that leaps out at me is that various things e.g. CR, wealth-by-level, etc. are being presented as guidelines rather than rules.
I really hope the word "guidelines" is emphasized in great big bold letters on the relevant page(s) where they appear; mostly so players don't start inventing expectations where there are none and can be quickly corrected when they do.
As for roles, I'm not sorry to see them getting downplayed - I want to be able to take a class and shoehorn it into a different role if that's what suits the character I have in mind. My usual example is the "heavy Ranger", a sword-and-board guy in heavy armour who in most respects is a tank but can take the armour off and track/scout if he has to. Both 3e and 4e somewhat force Rangers to be light-armour 2-weapon types (thank you Drizz't, may you rot in pain for all eternity) and expect them to be what is now called a striker.
Lan-"every time I see the word 'guidelines' I think of Capt. Jack Sparrow"-efan
Like some others in this thread, I don't think RPGs need to focus on things like in-character play, creativity, or story-telling. Or at the very least, I don't believe that those thing have anything at all to do with roles and class design. Those things don't need rules, and rules can't do a thing to inhibit them, if you ask me. Maybe it's because I play pure freeform roleplay games (more often than I play D&D, actually), so when I want to play D&D I do so for the mechanics. All those things you list will happen regardless of what mechanics I use, so I want mechanics that are actually good. Roles and game balance are a part of what lets mechanics be good.I definitely wouldn't call it silly, I believe most editions treated roles in such a way. I think (hope) the 5e designers are trying to focus on what is special about table-top RPG's (in character play, creativity, story-telling, etc).
And I must say, I love balance as much as the next guy (I'm even a bit of a stickler about it in my groups), but if I have to make a choice between balanced classes and playing a class how I want to...I'll take the latter.
I think you are focusing WAY too much on my reference to balance and far too little on my other point: that roles are essential to good classes and good class design. They help with balance, but that is far from being even their most important purpose.I don't think these two are as incompatible as you seem to believe.
But let's say they are. Let's say you MUST choose between playing a balanced class in a way you don't want to play, and playing an imbalanced class that you can play however you want to.
It doesn't take a rocket surgeon to figure out what's going to appeal to most people.
This statement makes a mistake of putting balance up on a pedestal as a goal, rather than as a tool in service of a goal. Balance is not a reward in and of itself. It's not something you pursue for the sake of itself. It's something you pursue (in the context of D&D) as a part of building a fun RPG where you can pretend to be your favorite fantasy hero.
Balance is important, but it is not sacrosanct. If you NEED to sacrifice balance to achieve some other goal, it's certainly possible.
I don't think you need to sacrifice class balance to have a flexible character, but even if your assumption holds true, it is, perhaps, an acceptable sacrifice, in certain contexts. Balance is only a tool.
Well, as I said just above, the idea of Knights only doing some things and a Thief doing other things is essential to a game where you pick between classes. D&D has always been exactly that kind of game. Fighters have their class features and Rogues have different class features. These different class features create mechanical advantages and disadvantages, and it is impossible for players to play outside the limitations of their classes.I'm not sure why you would say that. Roles as they are in 4e were not part of the game until 4e. The game did well for decades without roles being boxed up neatly as mechanical functions, instead being more like advice. The game has always had shortcomings and I don't see a lack of mechanically based roles as one of them.
Maybe I'm not understanding your intended meaning, but the wording gives me the impression of a boardgame where the Knight can only do certain things and the Thief can only do certain things and there is no playing the character outside those strictures.
Please let me know if I'm not getting your point and clarify it for me.
If there are multiple ways for the game to do things, some more effective than others, that doesn't imply that the ones less effective are actually incompetent. Make them all at least competent and there should be no problem. If clerics are the most effective at healing, but nobody wants to play one, that's not a problem as long as other classes people do want to play are reasonably competent.

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