There is a theory, espoused by some I have corresponded with, that 3E and 3.5E have destroyed the archetypes in D&D.
The roles of classes have become blurred, they state. There's nothing stopping a character from gaining the abilities of a Cleric, Wizard, Fighter and Rogue, and being a one-man powerhouse, not dependent upon other players at all.
Rubbish! I say.
AD&D promoted the idea of Strict Archetypes to a large extent - once you chose your class you were stuck in a particular progression and development of abilities. There are advantages there for a DM in judging your personal power, and in being an easy way of a new player from catching on to the role they have in the game.
D&D 3E frees up this interpretation, but it does not eliminate it. Archetypal play is alive and well (although sometimes it is exhibited more through Prestige Classes than by staying in a single class for many levels). A beginning player can easily say "I am a Fighter" or "I am a Rogue" and stay in that role. However, the experienced player can break free of the "I am Conan" role to make a more individual interpretation of his role.
Furthermore, the idea of the multi-class superman is a complete fallacy. Anyone who has played D&D 3E realises the huge flaws in multi-class spellcasters, which even the use of prestige classes like Mystic Theurge and the Eldritch Knight do not allow the C/F/W/R combination to be effective.
I mentioned before that archetypes are being created through the use of Prestige Classes. This is a very interesting development - they are not the old style of rigid paths that are chosen for you, but come from a desire to see the game from as many viewpoints as is possible or desirable for the individual player or group.
However, those are merely my views on the subject. How do they accord with your ideas of how important archetypal roles are for the game and the role of multi-classing in all of this?
Cheers!
The roles of classes have become blurred, they state. There's nothing stopping a character from gaining the abilities of a Cleric, Wizard, Fighter and Rogue, and being a one-man powerhouse, not dependent upon other players at all.
Rubbish! I say.
AD&D promoted the idea of Strict Archetypes to a large extent - once you chose your class you were stuck in a particular progression and development of abilities. There are advantages there for a DM in judging your personal power, and in being an easy way of a new player from catching on to the role they have in the game.
D&D 3E frees up this interpretation, but it does not eliminate it. Archetypal play is alive and well (although sometimes it is exhibited more through Prestige Classes than by staying in a single class for many levels). A beginning player can easily say "I am a Fighter" or "I am a Rogue" and stay in that role. However, the experienced player can break free of the "I am Conan" role to make a more individual interpretation of his role.
Furthermore, the idea of the multi-class superman is a complete fallacy. Anyone who has played D&D 3E realises the huge flaws in multi-class spellcasters, which even the use of prestige classes like Mystic Theurge and the Eldritch Knight do not allow the C/F/W/R combination to be effective.
I mentioned before that archetypes are being created through the use of Prestige Classes. This is a very interesting development - they are not the old style of rigid paths that are chosen for you, but come from a desire to see the game from as many viewpoints as is possible or desirable for the individual player or group.
However, those are merely my views on the subject. How do they accord with your ideas of how important archetypal roles are for the game and the role of multi-classing in all of this?
Cheers!