Derro
First Post
Cadfan said:Wow.
1) The differences in the nature of the effects makes the potency of the effects change situationally. We call this "good game design" roun' these parts.
2) Consider the following two parties.
Party A: Fighter, does 10 dps in melee as a 3e style tank. Rogue, does 10 dps by spring attacking. Cleric, heals 10 dps. Wizard, shoots 10 dps at range.
Party B: Fighter, does 10 dps in melee. Fighter, does 11 dps in melee. Fighter, does 12 dps in melee. Fighter, does 13 dps in melee.
You've actually managed to argue that the latter party is more diverse than the former. I applaud you, sir. I applaud.
I think my point is more in the range of
Party A: Fighter, does 10 dps in melee as a 3e style tank. Rogue, does 10 dps by spring attacking. Wizard, shoots 10 dps at range.
5 levels later...
Using the same tactics Party A: Fighter, does 15 dps in melee as a 3e style tank. Rogue, does 15 dps by spring attacking. Wizard, shoots 15 dps at range.
I took out cleric just to maintain the consistency of the effect were talking about. My point is that with the roles as they are the result may change numerically but the delivery remains constant. Consistent, different in potency, still pretty much the same thing.
This will change as power increases with more tactical options I'm sure but with the tiers I'm suspicious that classes will look the same at higher levels as they did at lower levels only with bigger, shinier guns.
Just a gut feeling. Not hating on 4e. Just not to optimistic about class builds being as varied as they're lauded to be.