the roles were DESCRIPTIVE; they described how the character was USUALLY played. Now, it was certainly possible to break the molds (something every edition but 4e did right; allow out of the box thinking) but the fact that they could be broken does not deny that a lot of people DID view the guy with low AC and high HP as the one to get beat up in combat or that the moment you find yourself with half the party in single digit hp or dying, the "gee, maybe someone should have played a character with cure light wounds" didn't happen.
4e got it wrong when it said roles were PRESCRIPTIVE: they defined the class more than described it. Why does a fighter tank? Because he's a defender and that's what defenders do. Why does an artificer heal? Because he's a leader and that's what leaders do.
This doesn't really make sense to me.
Why is an AD&D fighter usually played as a "tank"? Because it has high AC and hit points, and at least in AD&D 1st ed melee combat is inherently sticky and the fighter has the AC and hit points to survive in melee.
Why is a 4e fighter usually played as a "tank"? Because it has high AC and hit points, plus class features that make melee sticky, and its high AC and hit points give it the ability to survive in melee.
The design details are different - in AD&D melee stickiness is a function of the core combat rules, whereas 4e follows 3E in making melee basically non-sticky then gives the fighter special class features to change that default - but I don't see any contrast between DESCRIPTION and PRESCRIPTION/DEFINITION.
they were still not in the books or explicitly defined anywhere.
The 1st ed AD&D books has quite a bit of text describing character class roles.
From the PHB, p 18:
Character class refers to the profession of the player character. The approach you wish to take to the game, how you believe you can most successfully meet the challenges which it poses, and which role you desire to play are dictated by character class (or multi-class). Clerics principally function as supportive, although they have some offensive spell power and are able to use armor and weapons effectively. Druids are a sub-class of cleric who operate much as do other clerics, but they are less able in combat and more effective in wilderness situations. Fighters generally seek to engage in hand-to-hand combat, for they have more hit points and better weaponry in general than do other classes. Paladins are fighters who are lawful good (see ALIGNMENT). At higher levels they gain limited clerical powers as well. Rangers are another sub-class of fighter. They are quite powerful in combat, and at upper levels gain druidic and magic spell usage of a limited sort. Magic-users cannot expect to do well in hand-to-hand combat, but they have a great number of magic spells of offensive, defensive, and informational nature. They use magic almost exclusively to solve problems posed by the game. Illusionists are a sub-class of magic-user, and they are different primarily because of the kinds of spells they use. Thieves use cunning, nimbleness, and stealth. Assassins, a sub-class of thief, are quiet killers of evil nature. Monks are aesthetic disciples of bodily training and combat with bare hands.
Some of this is reinforced in the individual class descriptions (eg p20: "A study of the spells usable by clerics . . . will convey the main purpose of the cleric. That is, the cleric serves to fortify, protect, and revitalize. The cleric also has a limited number of attack spells . . .").
And from the DMG, p 86:
Consider the natural functions of each class of character. Consider also the professed alignment of each character. Briefly assess the performance of each character after an adventure. Did he or she perform basically in the character of his or her class? Were his or her actions in keeping with his or her professed alignment? . . .
Clerics who refuse to help and heal or do not remain faithful to their deity, fighters who hang back from combat or attempt to steal, or fail to boldly lead, magic-users who seek to engage in melee or ignore magic items they could employ in crucial situations, thieves who boldly engage in frontal attacks or refrain from acquisition of an extra bit of treasure when the opportunity presents itself, "cautious" characters who do not pull their own weight - these are all clear examples of a POOR rating.
The consequence of a POOR rating is an increased cost (in time and gp) to go up a level.
Anyway, here we clearly see a pre-4e edition of the game referring to
the approach a player wishes to take to the game, and also
how a player believes s/he can most successfully meet the challenges the game poses, and stating that this is something
dictated by character class. We also see use of the word
role and various synonyms (
purpose,
natural function,
expectation of doing well, etc).
The main difference from 4e is that, in 1st ed AD&D,
alignment is also considered a very important element of a PC's role (a player is expected to play in accordance with professed alignment, as part of the challenge of the game - dungeoneering is harder when you are LG, but you get generally better NPC reactions).