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4th edition, The fantastic game that everyone hated.

General classes with options is all a role player needs. Want to be valiant? Be valiant. You do not need a special class for that. But then WotC can't sell their books full with minimally different classes so that won't happen.
We have very different conceptions of "minimally different classes" if you feel that Paladin and Avenger are "practically the same concept".

But honestly, I don't think any edition of D&D really fits your definition of "general classes with options". 3e fighter, sure, super flexible, I'll grant you. (The problem with the 3e fighter isn't the class structure, it's the feats and the lack of powerful, flexible options for the fighter to take.) But that didn't stop both WotC and Paizo from releasing tons of classes which are pretty much alt-fighters or fighters with a multiclass. Same thing goes back all the way to 1e.
 

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"force you to behave in a certain way and do not allow deviation" != "system rewards you for playing to type".

See 2e XP rewards for another example.
 

But that didn't stop both WotC and Paizo from releasing tons of classes which are pretty much alt-fighters or fighters with a multiclass. Same thing goes back all the way to 1e.

Yes. And they will not stop doing that. Why? Because its easy to fill books with new classes, PRCs and powers. And as such books promise more power to players they sell pretty well to people interested in making even more powerful characters.

"force you to behave in a certain way and do not allow deviation" != "system rewards you for playing to type".

See 2e XP rewards for another example.

I was talking about 4E, not 2E.
But I do not think favorably of XP rewards either. In the end the result is the same that someone, be it the DM or WotC, enforces his vision of how a class has to behave and the player is penalized when he thinks differently.
 

Complete and utter nonsense.
4 Weapon profiencies. Whatever the player wants. No restriction of "you play a fighter, your role is taking hits so its sword and shield".

Oh, you mean just like 4e? Literally the only differences are that the archery specialist is no longer called a fighter in the PHB and the game doesn't try to channel you to throwing darts. And otherwise you have more choice of weapons in 4e (All Martial) than in 2e.

Be it that fighting style, archery or mobile skirmishing, a fighter could do it if the player wants to play that way. 2 weapon fighting underpowered?

Overpowered in 2e. Underpowered in 3e without a significant source of extra damage.

Fighter specialization? Again this is decided by the player, not the class. And at least in 3E the fighter had enough feats to specialize in several weapons.

And in 4e the PHB fighter specialises in a whole fighting style. But seriously? A 3e fighter with multiple weapon specialisation feats? Did this ever happen?

That the 4E fighter has more flexibility is complete and utterly untrue. Already at creation you choose your specialization which steers onto the path of a specific weapon combination (And the options you had were already limited by the class).

This, for what it's worth, is complete rubbish. There is precisely one PHB power for fighters that requires specific equipment (Tide of Iron). There are also powers that have a specific kicker - but this makes them functionally no different from the Power Attack feat of 3e which is twice as effective with two handed weapons as with one handed weapons and doesn't work with light weapons at all. Is that now a completely specialised path?

And a 2 handed "damage dealer" "role" wasn't even available without a splatbook

False again. The Greatweapon Fighter was a named and strongly supported option in the PHB, and Greatweapon Fighters do striker level damage - it's arguable whether the greatweapon fighter is the second or the third highest damaging class in the PHB (it certainly beats the PHB Warlock and may even beat the rogue).

And every other class is even more rigid in 4E. Rangers are 2 weapons or archery and it is nearly impossible, at least without loads of splatbooks, to even fill all your slots with powers not requiring one or the other.

This would be that highly specific value of 'loads' meaning "One". Martial Power 2 has plenty of such options.

And while in older edition "basic attacks" were all you need which could be done with every weapon in 4E they were very sub par to power usage, powers which were linked to class and weapon type.

Which made them not dissimilar from 3e where your weapon type determined which of your feats you could use, and which at full power. Power Attack being a textbook case. Alternatively you can simply select powers with no kickers for specific weapon types - the only level at which there is only one of these in the PHB for fighters is level 13. I fail to see how saying "You may choose powers that give different bonusses for specific weapons" is different from feats that have a different effect with different weapons.

What do we have now? Several classes (Paladins and Avenger) for practically the same concept only so you can cover different weapon types.

Paladins and Avengers can wield the same weapon types. However if you think that's the difference between them then you haven't read the Avenger class carefully. Or understood the 4e Paladin or Avenger at all.

The first obvious difference is that Avengers wear cloth armour (I'd like to see your fighter trying that).

The second obvious difference is that Avengers and Paladins behave very differently. The Paladin concept is Knight in Shining Armour, leading from the front and getting right into the middle of the enemy. Paladins even have the option to mark in a burst 3 as a utility power, drawing all the enemies onto them.

For an Avenger this would be an absolute, unmitigated disaster. Avengers have the Oath of Emnity class feature that means they roll 2d20 rather than d20 as their attack roll when adjacent to only their oath target. But if they are surrounded they only roll 1d20. Far from being paladin-like, an Avenger is a divine assassin.

A fighter after the 3E model could together with multiclassing eclipse both those classes with some levels of cleric, some role playing and a free decision how the character fights.

I suppose a 3e cleric that had wasted some levels on fighter could eclipse anything in 4e if they were high enough level. This proves nothing. They couldn't draw attention like a 4e paladin, and their attempts to behave like a 4e Avenger would be a joke. They can't isolate, they get no bonus for doing so, and fighters in cloth armour aren't long for the world.

General classes with options is all a role player needs. Want to be valiant? Be valiant. You do not need a special class for that.

No. But you'd better have your funeral expenses put aside.

But then WotC can't sell their books full with minimally different classes so that won't happen.

Two 4e fighters are far more different in play than a 3e melee fighter and a 3e melee barbarian. The only minimally different classes came after Essentials. Of course, 4e has had the lowest level of splat book bloat since 1989.
 

I really like to hear your reasoning for getting from "Customizable classes and role playing make specialized classes which force you to behave in a certain way and do not allow deviation obsolete" to "We do not need rules".

4e classes do not force you to behave a certain way. (That would be e.g. AD&D Paladins where you were stripped of your alignment). They merely make you more effective for playing in certain ways.
 

Yes. And they will not stop doing that. Why? Because its easy to fill books with new classes, PRCs and powers. And as such books promise more power to players they sell pretty well to people interested in making even more powerful characters.
Not sure what the point you're making is, unless you want me to buy into "powergaming is bad", which I don't. Basically, you're saying you don't like how any version of D&D has been marketed. Which is valid, just not 4e specific.

I was talking about 4E, not 2E.
But I do not think favorably of XP rewards either. In the end the result is the same that someone, be it the DM or WotC, enforces his vision of how a class has to behave and the player is penalized when he thinks differently.
Giving a class any ability at all does that. Not having weapon and armor proficiencies penalizes melee. So does having low HP. It sounds like your ideal would be closer to a point-buy system.
 

(1) Ignore the flavor text that exists.
(2) Write new flavor text.
(3) Explore the themes created by the new flavor text.
(4) Claim that those themes are inherently and indelibly in the mechanics.

....Because, of course, I could just as easily rewrite the flavor text of Come and Get It so that its mechanical effect is created by sneaking around the battlefield, throwing mud in people's eyes, tripping them, calling out false battle orders in the mimicked voice of their commander, and so forth. And then I could talk about the "fact" that Come and Get It -- via its mechanics -- plays a strong role in establishing and reinforcing the story of that fighter who is sneaky and dishonorable and opportunistic and cowardly. (Toss in Battle Awareness to represent the character's paranoia, Shift the Battlefield as another "mud in the eye" tactic, Get Over Here as the character grabbing allies and throwing them at opponents so they don't have to fight them, and Last Ditch Evasion without any changes at all.)

Which, ultimately, reveals that your "fact" isn't a fact at all. When you use the mechanics to model a dogged and unflappable warrior and I use the same process you describe to model the Joker, it becomes clear that the thematic reinforcement you're receiving is entirely derived from the flavor text you've imposed on the mechanic. And, as I say, there's nothing wrong with that. But you'd probably have even more success if you were more self-aware of what your process actually is.
No, you really can't - the mechanics are the mechanics. Your description needs to account for the mechanical effects that are already set.

If you can take, for example B.T.'s reflavor below, it fits the points just fine. For sneak attack you know (1) it requires combat advantage, (2) it requires a very specific list of weapons, and (3) it does extra damage ... then saying, "his distraction allows me an opening to focus my energies and empower my strike" is perfectly kosher. It tells you nothing new about Sneak Attack itself - but it does tell you a lot about your character's sneak attack - and give your character a different flavor than a standard Rogue.

This is of course why your ... mud or whatever ... example fails to be serviceable at all (the ventriloquist trickster one works perfectly, though - that'd be great!). We know (1) it's a martial attack vs. Will that operates at range, so your enemies are being outmaneuvered, tricked, or goaded into doing something; (2) they are pulled towards you, rather than pushed or slid every which way, and (3) you attack any who get close enough. Those are pretty specific mechanical elements, and your flavor must account for all of them.

Nothing wrong with the first three steps, of course. But it's that fourth step which results in large numbers of ENWorld posters sighing exasperatedly in your direction in thread after thread after thread.
Wow, that was kind of personal. Don't you have a blog or something for digs like that?

I reject this. I believe that mechanics should be tied with what they are trying to represent. It doesn't mean you can't reflavor your powers, but it does mean your powers need to be more than +X to hit, +Y damage, +Z effect. If you're making a sneak attack, you're stabbing your opponent in the back, not taking advantage of an oppening to charge your weapon with ki energy to do +3d6 damage.
As I said above, they are tied with what they are trying to represent, but that doesn't stop them from being reflavored on the back end.

The ki-powered sneak attack works just fine, if you do the flavor right. Which, maybe ironically(?), you have.

-O
 


If you want to Valiant Smite, you have to be Valiant, like it says on the fluff
Schwaaaaa? That's a totally made-up idea. You can roleplay your valiant strike however you dang well please, fluff or no fluff
As best I understad S'mon's point, at least a part of it is this: if you are using Valiant Smite, then you will put your PC into the thick of melee, so that you can get your bonus to hit. And wailing into an enemy in the thick of melee is pretty much the paradigm of valiant combat. And that's why using Valiant Smite will typically produce a PC who is valiant in play.

It's not even permanent - for my group, interpreting what power xyz uniquely represented in this instance is par for the course.
Agreed, and [MENTION=22779]Hussar[/MENTION] makes the same point and has been a forceful proponent of it for years now.

What I would add, though, is that the mechanics - requirements, keywords and effects - put constraints around the intepretation of what using a power means. This can happen in different ways, too. Valiant Smite and Come and Get It, for instance, work best when the PC is in the thick of things with many foes about. So typically they will produce a story about a melee combatant who is bold, dauntless etc. However exactly you narrate Valiant Smite or Come and Get It, it is unlikely to produce a story about a snivelling coward who wilts when confronted by physical threats. (Whereas some lazy warlord builds - especially combined with something like the Disgraded Noble theme - might produce just that sort of story.)

rewards for playing a character "correctly" should be treated as a tool for giving newer/less-confident roleplayers a simple, archetypical template they can use to play their character. Better and more experienced roleplayers don't need such guidance, and punishing them for having a different concept - regardless of whether or not it causes problems, but simply because it doesn't fit in a WotC fluff writer's mould - is damn near unpardonable as a GM.
I think that, in 4e, the "rewards for playing correctly" come from building your PC and then playing to its strengths. If you build a typical fighter or STR paladin, the game will reward you if you play a bold, forthright PC - you'll find many opportunities to use your powers, your good AC and durability (hit points, surges) will distinguish you from the other PCs, etc. Whereas if you play a snivelling coward you'll find the game punishes you - because you won't get many opportunities to use your powers, class features like high AC and hit points will go unused, your ranged basic attacks probably suck, etc.

Which is not to say there's anything wrong with playing a non-caster snivelling coward, but choose the right class: archer ranger, rogue, assassin, lazy warlord etc.

Side 1) 4e provides narrative hooks by providing mechanics that reinforce and reward the class/archetype's expected playstyle.

Side 2) No it doesn't, since 4e encourages you to reflavor, there's no expected playstyle to reinforce. Your own personal narration of the power is doing all the work.
That's a fair summary. Notice that these (2) doesn't actually contradict (1), because (1) has the form "mechanics imply X" and (2) has the form "falvour text does not imply X". (2) is true, but tells us nothing about the implications of the mechanics, and hence nothing about the truth of (1).

And what I take issue with here is that these issues are not contradictory. Yes classes do have an inbuilt flavor to them, if you choose not to reflavor through RP, then yes, the powers cater towards an expected theme. 4e does encourage you to reflavor IF you want to, and in that case the class then plays to your expected playstyle through the same mechanics.
We've established that re-flavoring a power, hell even changing the damage type is fully applicable.
For me, at least, the damage type and keywords of a power are the main anchors between mechanics and fiction. They are a big deal that prevents the game's mechanical abstractions collapsing into fiction-free self-refentiality. So I think changing damage types is a bigger deal than reflavouring - it's getting closer to the difference between "targets creatures" and "targets enemies", and I put it in the domain of house ruling.

As long as the mechanics of Valiant Strike aren't changed I don't think it matters how you flavour it. Whether you treat it as a manifestation of inner resoures, divine inspiration, divine protection, sheer luck, or something else, you will still only benefit substantially from the power if you throw yourself into the middle of melee. Which is exactly what a valiant warrior does.

Some reflavouring will have a bigger impact on PC theme - lazy warlords, for instance, might run the gamut from aging but still inspiring warleaders to snivelling, cowardly disgraced nobles to stereotypical princesses. There's a reason I picked Valiant Strike as my example upthread - its mechanics tie it much tighter to thematic expression than some other powers and builds.

what an amazing piece of luck that even the fighter has a range of powers from which to pick!
Yes. As I've mentioned upthread and/or on the mirror thread, fighter and wizards are among the broader 4e classes as far as thematic/archetypical range is concerned. Conversely, I think paladins are among the tighter.
 
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Want to be valiant? Be valiant.
I think we has a version of this conversation on another recent thread.

You dislike metagame mechanics in which the personality of the PC emerges to advantage at the mechanical level. I'm pretty sure, for instance, that you'd hate a game in which a player gets a bonus when rolling his/her PC's attack when the target of the attack is the PC's lifelong nemesis.

But such RPGs exist. In large numbers. And many people like them. 4e doesn't go as far in this direction as a game like HeroWars/Quest or The Riddle of Steel, but it has more than just a hint of it. To wit, Valiant Strike. Come and Get It. Etc etc.

The current discussion, at least as I see it, isn't really about whether this is a good thing or not. It's about the extent to which, and way in which, this is a distictive feature of 4e as an edition of D&D. (Certainly for those many of those who play and enjoy 4e it seems to be.)

Because its easy to fill books with new classes, PRCs and powers. And as such books promise more power to players they sell pretty well to people interested in making even more powerful characters.
I think you're misunderstanding the 4e marketing strategy.

4e splats aren't about power. They're about breadth.

Narrativist games like Over the Edge, HeroWars/Quest and Maelstrom Storytelling use free descriptors in PC building. This is how they ensure that PCs reflect players' thematic interests and concerns. Two consequences follow from this approach: fairly light and abstract mechanics that are neutral across a very wide range of possible descriptors; and the inability to sell a lot of new splat, because people are pretty capable of coming up with their own free descriptors.

4e takes a different approach. It builds PCs using very tightly defined abilities in a mechanically heavy system, rather than free descriptors. Not just powers and class features, but feats and moreso paragon paths, epic destinies and themes all fall under this description. Coming up with a new flavour for your PC, then, isn't just about coining the right descriptor - its about giving it mechanical expression that is coherent with the rest of the game, effective and balanced. This is what 4e's splats offer to players: you are paying someone else to do this design and development work for you, in order to open up new options (swashbuckling fighters, brawling fighters, stab-and-throw rangers, etc).

Power ups have nothing to do with it. It's about the viability of a wider range of PCs.

Now you've made it clear you don't like this: you prefer generic classes in which thematic difference has no or minimal thematic expression. That's fine, and obviously it means 4e is not the game for you. But that personal preference on your part really tells us nothing about how 4e works, except in this indirect way: in so far as 4e doesn't satisfy your preference, it's probably game in which classes are not all that generic, and in which thematic difference is intimately connected to mechanical nuance. And in fact I would say that's largely the case!

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[MENTION=87792]Neonchameleon[/MENTION]: I picked up a copy of Marvel Heroic Civil War Premium Event Book yesterday, and am currently working through the OM. In terms of my typology of (quasi-)narrativist PC build models above, and with the caveat that I haven't actual read the datafile chapter yet, I would say that MHRP is closer to the free descriptor approach, but is leveraging its licensed content to generate saleable splat, so that players can see the "official" descriptors for their favourite superheroes. HeroWars/Quest has elements of this approach in its sales of Glorantha splat.
 
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