It doesn't look like a troll, more like a giant chipmunk. But who did that and why?
and many people myself included disagree...This thread is almost 1500 posts in, and many of those are people saying early D&D, especially basic D&D, only had roles in a very loose terms.
the terms are only narrow if you want them to be... and are only suggestions on build and we have gone over this... you are just disagreeing to be difficult at this point... you don't like roles I get it.And yet, here you are again, trying to narrowly define what they were when it wasn't the case. I.e., a fighter in B/X wasn't just a striker. He was also a defender.
well that is what they became over time, but straight from Gary and Dave themselves they started as the equivalent of cannons and artillery pieces...And a wizard wasn't just a blaster. He/she was everything but a front line fighter. It all depended on how you wanted to play them.
4e only labled the combat roles and left the non combat roles unfdefined, it was 4e's greatest short coming. I asked 100 or so pages ago if maybe combining roles like alignments would be better...Oh good lord....
This right here? This is sign #1 that we won't agree, because this is one of the most ridiculous things I've ever read. "roles" does not only mean combat.
yup every edition... even 4th, they just didn't have lables....It never has. D&D is a lot more than just combat.
artillery is a sub set of control, or strike... just like lurker and skirmisher are types of strike, and battlfiend manipulation and target lock are parts of control... it is just a sub set the 2 share...And that's ignoring the fact that you just put MU as controller and GM put it as artillery, which proves my point that B/X wasn't putting your class into a particular role because you came up with a completely different one he did.
I find this post quite ironic.and many people myself included disagree... the terms are only narrow if you want them to be... and are only suggestions on build and we have gone over this... you are just disagreeing to be difficult at this point... you don't like roles I get it.
I find this post quite ironic.
Another thing "we have gone over" is that disagreement on personal observation is quite real and no big deal.
"Many people" do strongly agree with Sacrosanct, just as "many people" agree with you. But if the people who agree with you would recognize that the opposing opinion is very important to the overall market and ultimately to the degree of popular acceptance for a game, then this whole thread goes away.
Instead your side keeps dropping out of context Gygax quotes that describe the game's roots and completely ignore the completely different experience (different from war games) that D&D became. Those guys were proud and happy about their wargaming roots, but they were also proud and happy about the new thing they had created out of it. Talking about where something started doesn't give the answer to where it ended. But these endless misleading quotes amount to "disagreeing to be difficult".
Again, in this very thread you challenged me on accepting other opinions. And I replied that all you had to do was " please show me that you respect differing opinions. Please prove me wrong and agree that it is ok to find the feel of roles in 4E different in a not-positive way, just as it is ok to find the many differences in 4E to be improvements.". You did not accept this. So who is "just disagreeing to be difficult"?
HehHonestly I find it ironic that a thread about roles in 5e has devolved into a continuous discussion of 4e... I'd love to actually talk about 5e seeing as how I actually enjoy that game but this thread just doesn't seem like it's ever going to get back to the point of actually discussing the game it's supposed to be about... Keep fighting the good fight man, I commend you and a few others in this thread because you all have got infinitely more patience for repetitive discussion of 4e in a 5e thread than I apparently have.
How? In AD&D melee is sticky: you can't move and attack unless you charge; if you come within 10' of a melee combatant you are locked into melee and can't withdraw at full speed without suffering a free rear attack sequence. 3E radically changed this, making freedom of movement in melee the default. 5e, like 4e, follows 3E in this respect. It is not like AD&D at all.I'm talking about 5E and how, on this topic, it does a good job of reflecting AD&D.
What does market popularity have to do with whether or not a given RPG has roles?Instead your side keeps dropping out of context Gygax quotes
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But if the people who agree with you would recognize that the opposing opinion is very important to the overall market and ultimately to the degree of popular acceptance for a game, then this whole thread goes away.
How? In AD&D melee is sticky: you can't move and attack unless you charge; if you come within 10' of a melee combatant you are locked into melee and can't withdraw at full speed without suffering a free rear attack sequence. 3E radically changed this, making freedom of movement in melee the default. 5e, like 4e, follows 3E in this respect. It is not like AD&D at all.
What does market popularity have to do with whether or not a given RPG has roles?
Also, how are Gygax quotes about the roles that he designed the AD&D classes around out-of-context? They are relevant to the context of this thread; and the context in which they appear in his rulebooks has been fully set out. Perhaps by "out of context" you mean "approaches to the game that you (and others?) ignored?" I'm not sure.
Look at @Sacrosanct's description of a classic D&D cleric upthread: wears armour like a fighter, turns undead and heals. How is the 4e cleric - especially its STR and Essentials versions - any different from that? How is the Warlord (the other PHB leader) different from that except in respect of turning undead? (For that matter, how is the AD&D paladin any different from that? The functional and archetypical overlap between the classic cleric and the paladin is part of any serious discussion of AD&D character roles and themes.)
And if Sacrosanct is right that a classic D&D magic-user is (on the offensive and tactical side of things) a combination of artillery and anti-personnel, how is that any different from the 4e wizard, who combines AoE damage ("artillery") and anti-personnel (Sleep, Web, Confusion, Hold, etc)?
Talking about "feel" doesn't shed much light on roles, in my view. Playing a swordsman in AD&D feels pretty different from playing a swordsman in Runequest, or in Tunnels & Trolls, but that in and of itself show that the characters are filling different roles in their respective games. It is a fairy trivial consequence of the fact that the three games have quite different mechanics for resolving combat.
And yet I played AD&D for years and never sat there thinking about melee being sticky. Remember, we have had numerous conversations about how I'm not a "gamist" guy. I was using AD&D to tell stories and it WORKED.How? In AD&D melee is sticky:
The context of this thread is "how did a significant majority of the gaming population experience AD&D and how do various modern editions compare"Also, how are Gygax quotes about the roles that he designed the AD&D classes around out-of-context? They are relevant to the context of this thread; and the context in which they appear in his rulebooks has been fully set out. Perhaps by "out of context" you mean "approaches to the game that you (and others?) ignored?" I'm not sure.
Then broaden your view or simply accept that your view missed a huge chuck of the highly relevant audience.Talking about "feel" doesn't shed much light on roles, in my view.
and many people myself included disagree... the terms are only narrow if you want them to be... and are only suggestions on build and we have gone over this... you are just disagreeing to be difficult at this point... you don't like roles I get it.
well that is what they became over time, but straight from Gary and Dave themselves they started as the equivalent of cannons and artillery pieces...