WayneLigon
Adventurer
Fifth Element said:I'm all for dropping any pretense that it's not just a book full of game rules. If the designers designed a class to be a defender, I'd like to know that. Maybe I'll play it differently, but there's no reason whatsoever to keep design decisions behind the curtain, so to speak. Players can make better-informed choices with respect to the rules if they know as much about the rules as possible.
I was re-reading some of Monte Cook's journal entries yesterday and came across his mention of how 3E was designed to reward system mastery and how that was done. Do you know why Toughness sucks? Because it has designed into one purpose: to provide extra HP for a wizard in a one-shot game. It's not meant to be used for anything else at all. It was designed that way. The entire reason it (and a few other things) are in the game at all is so that at some point you say to yourself 'Wow, Toughness sucks as a feat when we only get, what, 5-6 over the entire lifetime of the character' - you have figured out in a meta sense an important idea about D&D-the-game: that there are good choices and not-so-good choices to be made.
I'd like to never see such a thing done again.
Back to the playtest stuff: It looks like the statement from the London gameday that 'there would be no WoW-like aggro* mechanic for the fighter' meant 'we gave it to the paladin instead'. I didn't like the very concept of such a thing for the Knight and I like it a whole lot less as a power for a base core class. So, one actual thing that I don't like about 4E, unless they change it.
* Aggro management is a critical feature of most MMORPGs; aggro/Aggression measures the likelihood that a creature will keep attacking you. Most classes in WoW and other games have some means of either enticing creatures to attack them or means of reducing their 'threat' so that a creature may ignore them.