Chaosmancer
Legend
In 4e, the elements weren't a direct part of the primal power source, it was separate and tapped into by different power sources. Primal was just the spirits of the prime plane.
Was it? I guess I missed that part.
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Debating Zardnaar about anything 4e-related is pointless, as Chaosmancer said. Zardnaar fervently dislikes nearly everything 4e. As for my own two* coppers:
I hated mixed-source classes. Still do. "Power source" is descriptive so it can be useful. Some difference exists between Cleric and Wizard beyond names. That matters for both design (e.g. effects balanced for Divine chars generally, but not for ALL CHARS EVAR) and for player aids (e.g. Primal-focused picks should be better than generic ones for Primal classes). Casually discarding those benefits is foolish!
A main beef with sources was the insulting term "grid filling." E.g., accusing the designers of creating classes ONLY to "fill spots on the grid," lacking other reason or merit. But this never happened. Consider the (aforementioned) Shaman, or the Avenger, personal favorites, which did new, interesting, and flavorful things beyond "grid filling."
Shamans existed in 3.x, but 4e's version is pretty distinct. It followed Druid by being Primal; however, but was far more spiritual, arguably the most spiritual 4e class. It even summoned a spirit-ally, but spirits saturate its fluff AND crunch. Many Shaman actions conjure temporary ally spirits, or employ the Shaman's spirit companion. The flavor of both the class and the world developed this further.
The other main Primal classes all take at least a somewhat instrumental view of the Primal Spirits. All Primal classes revere them, sure. But Warden, Barbarian, and Druid were using that power, not for the spirits, but for something else. Wardens channeled spirits into their bodies, Barbarians entered altered states of consciousness. Both achieved a kind of transcendental union with the spirits to do things. Druids could clothe themselves with animal form, again for some other goal. But the Shaman asked the spirits themselves to join in. Not to donate some of their power for personal use, merge with the Shaman, nor permit mind or body emulation thereof. Shamans treat spirits as equals, walking with one foot always in their world. That's huge for me, and something I've relied on since. That Druids are about the Eternal Now and the Living Cycle, and Shamans are about the Moments of Transition and Unending Journey. Two sides, one coin.
As for the Avenger? Just need one name to justify it: Assassin's Creed. The "holy killer" is not new, and fits well into pseudo-medievalism, especially as we expand that to include the influence of Golden Age Islam on the Medieval Period. We've just been blind to it because "divine magic is for healing and support." AKA: designers were blind to a (narrative and historical!) archetype purely because a box didn't exist for it! The Avenger also had the trial run for Advantage as its key damage benefit. And it did so while covering a very real, and very long-neglected, narrative hole in the relationship between the gods and their mortal agents: how the gods deal with betrayal.
Mortal betrayal of godly trust is hardly new (we've had the Blackguard since, what, 2e?) But the only tool to address such behavior was a naughty word one: pulling the plug. In the wake of 3.x, most agreed plug pulling had...flaws. It tacitly encouraged unhealthy DM/player relationships, and made many interesting plots (like gods changing their minds or internecine warfare) nearly impossible. 4e's Investiture idea fixed these problems, but left a hole. (5e's silence on the subject is...well, I guess a "solution," in the sense that "I dunno, you figure it out" is a solution to anything...)
The Avenger fills the remaining gap, by articulating what the gods do when someone betrays their trust. They send in the hit squad, the divine Internal Affairs. That's such a cool idea! It says a great deal about the gods (that they must be very cautious with who they give their powers to, that they seek high loyalty in general and especially high loyalty from their Avengers, that they consider the possibility of betrayal and plan accordingly, etc.), it creates new and interesting scenarios for both player-fuelled stories (hunting down heretics or BEING the hunted heretic!) and for DM-provided ones ("a traitor to the faith of Lolth wants your help fighting off Lolthian Avengers come to kill him!" or the like).
So yeah. TL;DR: "Grid filling" is not only false, but the only thing even like it actually resulted in really cool new ideas. And mixed-source classes sacrifice a clear benefit from both design AND play-experience...typically for meta-aesthetic reasons that do not actually help make a better game.
*In this case, two coppers buys you a lot of words. I'm generous like that.![]()
I love and agree with 99% of this. I have a criticism that, while it doesn't disprove your point, does show that the approach can also be flawed.
The Seeker.
The Seeker was a Primal Controller, and it was designed to be that (poorly), and I think the lore was worse for it. It is the example I always think of when I think of grid-filling. It was just... not a great class.
But, countering my own point, things like the Arcane Defending Sword Mage, or the various Psions, or as you pointed out the Avenger and the Shaman, were all amazing.
I think it gets into "grid-filling" for the sake of a cool story or mechanic, and grid-filling for the sake of grid-filling. I feel like the seeker was the latter, and that is the one people didn't like.