Classes ... Much Less Flexible than Advertised

solkanar33 said:
But the restrictiveness of what we do know is a surprise for me. An unpleasant one at that. I was reading all those euphoric playtest reports about what cool and varied things you could do with your character. What I see now is a staightjacketed character build system with only multiclassing as a valid way out.
Umm, I haven't read the majority of this thread, but I fail to see anything straightjacketed in that preview...?!

The three different categories of powers (daily/encounter/at will) plus what I think is the siloing we've heard about (attack/utility/defense(?)) alone make for more variety than a rogue has ever had in incarnation of D&D. On top of that you get feats, skills and racial abilities right from the start - all in PHB1.
 

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Lizard said:
I'm quoting Races&Classes, here.

Now, maybe the design goals CHANGED since when that book was laid out, but that was one of the original goals.
Ah, found it. The full text states:

"We want to maintain this philosophy into the new edition, though we can see places in the game where we might want to have some restrictions in place for play balance." (emphasis mine)

Looks like what we've got, actually. More restrictions, but still a lot of options, and some options to overcome restrictions (e.g. rapier proficiency with a feat).
 

There's nothing wrong with straightlining the rules.
But what makes this game great fun to play is (for me at least) the amount of options you have.
There are better ways to help newcomers than tight character design. Give them pregenerated characters (and a bunch of online support!).

I (still) hope for 4E to work, to inspire me into new builds the way 3e did when I first saw those sketchy rules, to get me looking forward to its release, to want me to convert my characters asap,...

But with what we know, I don't feel any of those things. While warlords and warlocks may be cool, many people just want to see the 4E equivalent of their core barbarian, bard, druid or sorcerer not some new class they didn't ask for. It's as basic as that.

We are now 4 months before release and basically we still know nothing. That leaves me the impression that even today there is not a finished ruleset and that some rules still need to be tampered with. It's not a comforting thought and WOTC isn't doing anything to take my worries away.
 

Mustrum_Ridcully said:
I think 3.5 paved the way for the stronger focussed classes, by the way.

I agree, but it was not a trend in 3.5 that I liked.

In 3.0, there were next to no new core classes in the splats. But 3.5 supplements contained more of them. I think this was in realisation that some concepts just didn't work so well with the existing classes, and rather trying to make this possible with PrCs or new feats, they tried to make it work with entirely new classes.

There was some of that, I agree. However, I think just as often classes were created from a mechanical concept and built around that. This actually started in the PH with sorcerer. At its heart, sorcerer is a class defined by its variation on the normal spellcasting rules. It wasn't necessarily that you couldn't build the concept, its that mechanical variaty was being provided. I look at classes like the Ninja and the Warlock and see mainly variant rules. Is the Ninja necessarily a better ninja than a ninja built using a rogue? IMO, not really.

Classes like Knight seem to me to be built more around, 'How can we have a Knight class that is mechanically different from a knight built using the Fighter class?' than anything else. It seems to be mechanical variation, if not for its own sake then one in large part justified by having a class named 'Knight' for people who want to play a knight.

3.x generally had a problem with some classes being very broadly defined, and others were narrowly defined. Compare the Rogue to a Paladin.

I agree. I felt that 3.X frequently confused the notion of character class with character concept. Between that and the sometimes ill-thought out or incomplete feat trees, it frequently found itself needing variant or alternate classes to deal with a concept.

In 4E, instead of making the Paladin a PrC (or PrC equivalent), all classes get a narrower focus (though some classes, like the Paladin, apparently get a little braoder)

Right. And that's valid design. It's just that the design I wanted and expected used Rogue, Cleric, or Fighter as a template of good design, and not Paladin, Monk, or Barbarian.

In the general RPG forum, there is a dicussion over whether or not D&D is a rules heavy game. Some site the complexity of a system like HERO and suggest that D&D is by comparison 'rules-lighter'. However, others note that with HERO any sort of character concept can be designed from rules compiled in a single volumn, and they suggest that this means that on the whole HERO is more rules-light than D&D is. I tend to think that both arguments have a kernel of truth in them. A HERO character is a good deal more complicated than a D&D character. But the simplicity that D&D gains by using a relatively inflexible character creation system has a tradeoff. It results ultimately in higher system complexity as a whole. Once you add in all the different possible character creation rules, D&D becomes an enormous stack of paper. Very few of those rules will be interacting with the game at any one time, but its still not elegant in the way HERO's character creation system.

It really doesn't matter too much to me whether WotC prints 100 core classes and 400 PrC's. I'm not going to buy them one way or the other, so it doesn't impact me much. But I would like to have seen a further attempt to unify multiple concepts under a single flexible class. Third edition took the ever expanding concept of a 'specialty priest' and found a way to unify clerical concepts into a single class. It may not have captured all the mechanical variaty of the 2E specialty priests, but it did capture the concept of almost any cleric. From 4E I wanted to see more refinement in that direction. Instead, it seems that we are moving back from 3E's single unified flexible classes, back towards 2E's goal of providing a class and variant class for every concept.
 

Celebrim said:
Instead, it seems that we are moving back from 3E's single unified flexible classes, back towards 2E's goal of providing a class and variant class for every concept.

I didn't consider most 3e classes very flexible at all. Possible exceptions would be the fighter and the core casters. The entire sum total of a fighter's class abilities was tied to pretty open feat selection. Likewise, clerics and wiz/sor were pretty much defined by spell selection which was also pretty wide open.

But ranger, barbarian, rogue, paladin, and monk were pretty much set. You didn't have a lot of variation outside your pre-defined class abilities. If you wanted to play a non-berserker barbarian, for example, you were pretty much out of luck. No way to trade in Rage for some other class ability.

It seems to me that 4e classes are much more flexible and customizable considering that all classes now have multiple powers they can choose from, in addition to feats every other level.
 

IceFractal said:
.
* Remain viable against high-level foes (much more so than most non-spellcasters), without the balance-shattering abilities of high-level magic.
]

This isn't true at all. As you get higher in level, the more and more likely you face opponents simply immune to sneak attack.

Then there's the other problem. Technically, a rogue can't sneak attack a creature two sizes larger than themselves. Well, not without the use of size changing magic.

Read the sneak attack ability carefully. You can't sneak attack limbs (a.k.a legs, arms) and a halfling shouldn't even be able to sneak attack an ogre.
 

Dragonblade said:
I didn't consider most 3e classes very flexible at all. Possible exceptions would be the fighter and the core casters. But ranger, barbarian, rogue, paladin, and monk were pretty much set. You didn't have a lot of variation outside your pre-defined class abilities. If you wanted to play a non-berserker barbarian, for example, you were pretty much out of luck. No way to trade in Rage for some other class ability.

Yes, but that was exactly the sort of problem I expected 4E to solve.

My problem with the barbarian was slightly different from yours though. I wasn't so much bothered by a class whose concept was, "Warrior powered more by raw emotion than fighting skill and discipline.", although ideally speaking I would have liked to seen some variation even there. What bothered me was that if you wanted to be "a warrior powered more by raw emotion than fighting skill and discipline" you had to accept the flavor of a wilderness primitive (and related skill choices), and conversely this seemed to imply wilderness primitives were "warriors powered more by raw emotion than fighting skill and discipline". It was for me taking one narrow class concept - a beserker and implicitly a member of an iron age northern european - and mistaking it for a class. Why couldn't I play a religious fanatic that was a 'warrior powered more by raw emotion than fighting skill and discipline'? Why couldn't a play a member of a semi-secret elite warrior cult that was a 'warrior powered more by raw emotion than fighting skill and discipline'? What about the drug crazed boxers of the boxer rebellion? Why did I need a prestige class like 'Dwarven Defender' and all of its slight and possibly unnecessary mechanical variation? Why couldn't barbarians be loyal to thier larger social entity and adhere to an external code by which thier actions could be judged? And so forth.

So I agree that 3E had big problems. But that doesn't for me necessarily defend what they are doing with 4E. In particular, 4E seems to be designed by someone who had problems with 3E that are often quite different than the problems I had with it. It isn't being designed with me in mind. This is quite different than the experience I had reading 3E for the first time.

It seems to me that 4e classes are much more flexible and customizable considering that all classes now have multiple powers they can choose from, in addition to feats every other level.

Most of the powers seem more like feats rather than things that provide variation in the concept. For example, you can take a variaty of different builds in Rogue, but you can't take one that trades sneak attack for the ability to skirmish like a 3E Scout which is more in line with what I thought we'd see.
 

Celebrim said:
Most of the powers seem more like feats rather than things that provide variation in the concept. For example, you can take a variaty of different builds in Rogue, but you can't take one that trades sneak attack for the ability to skirmish like a 3E Scout which is more in line with what I thought we'd see.
This is the perfect example of the sort of complaint that is NOT justified at this stage of the game.

There are some things you can reasonably conclude and predict will be possible from the rogue info given. There are some things you can reasonably conclude and predict will not be possible.

However, whether the rogue can move past a target and stab it for extra damage is precisely the sort of thing you cannot predict, because if it exists, it is almost certainly amongst the rogue's powers. These are as of yet unknown. Nothing indicates that skirmish-like abilities will not be available, and there is evidence that spring attack like abilities are part of the rogue's 4e concept.
 

Dragonblade said:
I didn't consider most 3e classes very flexible at all. Possible exceptions would be the fighter and the core casters. The entire sum total of a fighter's class abilities was tied to pretty open feat selection. Likewise, clerics and wiz/sor were pretty much defined by spell selection which was also pretty wide open.

But ranger, barbarian, rogue, paladin, and monk were pretty much set. You didn't have a lot of variation outside your pre-defined class abilities. If you wanted to play a non-berserker barbarian, for example, you were pretty much out of luck. No way to trade in Rage for some other class ability.

It seems to me that 4e classes are much more flexible and customizable considering that all classes now have multiple powers they can choose from, in addition to feats every other level.
I guess it's "selective perception" on both sides of the fence:
Both types of classes exist in 3rd edition.
Fighter, Rogue, Cleric and Wizard where focused, but not overly so. Fighter and Rogue mirror each other well - Fighter gains extrem customisation options due to feats, Rogue due to his vast set of skills.
Barbarian, Bard, Druid, Monk, Ranger and Paladin were very focussed. They had special abilities that made a major part of defining the characters and were not negotiable.
I think it's interesting to note that the weakly focussed classes are exactly the classes that don't seem to date back to OD&D (as far as I know, I am not a D&D history expert :) ).

At least in the case of the Rogue, 4th edition seems to aim for a narrower focus of each class. For everyone interested in varied character concept this means that each core class alone will not always be sufficient to play their concept. Which is why multiclassing is very important, and I hope we'll see a preview of that sometime soon. (But maybe we'll only see it in June?) It will also mean that 4E will rely on rules supplements as much as 3E to give everyone what he wants (just not always when he wants it, which is usually now :) ).
What I hope is that the PHB I classes will cover more ground then the 3E core classes. And if not more, at least a slightly different area of it. :)
 

Celebrim said:
Yes, but that was exactly the sort of problem I expected 4E to solve.

My problem with the barbarian was slightly different from yours though. I wasn't so much bothered by a class whose concept was, "Warrior powered more by raw emotion than fighting skill and discipline.", although ideally speaking I would have liked to seen some variation even there. What bothered me was that if you wanted to be "a warrior powered more by raw emotion than fighting skill and discipline" you had to accept the flavor of a wilderness primitive (and related skill choices), and conversely this seemed to imply wilderness primitives were "warriors powered more by raw emotion than fighting skill and discipline". It was for me taking one narrow class concept - a beserker and implicitly a member of an iron age northern european - and mistaking it for a class. Why couldn't I play a religious fanatic that was a 'warrior powered more by raw emotion than fighting skill and discipline'? Why couldn't a play a member of a semi-secret elite warrior cult that was a 'warrior powered more by raw emotion than fighting skill and discipline'? What about the drug crazed boxers of the boxer rebellion? Why did I need a prestige class like 'Dwarven Defender' and all of its slight and possibly unnecessary mechanical variation? Why couldn't barbarians be loyal to thier larger social entity and adhere to an external code by which thier actions could be judged? And so forth.

So I agree that 3E had big problems. But that doesn't for me necessarily defend what they are doing with 4E. In particular, 4E seems to be designed by someone who had problems with 3E that are often quite different than the problems I had with it. It isn't being designed with me in mind. This is quite different than the experience I had reading 3E for the first time.



Most of the powers seem more like feats rather than things that provide variation in the concept. For example, you can take a variaty of different builds in Rogue, but you can't take one that trades sneak attack for the ability to skirmish like a 3E Scout which is more in line with what I thought we'd see.

I see what you are saying and I mostly agree with you. The only issue I'll raise is that if they are going so far enough to make all the Rogue abilities totally customizable, then why even have classes at all?

Would classless D&D be your ideal? I find the notion intriguing myself, but I have found that in classless games, like M&M for example, players tend to either be very unfocused, or try to be overly focused.

This is getting off topic, but in M&M, for example, I find my players try to make a jack of all trades character that can do anything, or they tend to be overly focused and make a one-trick pony character that totally breaks the game in their niche. And in neither case do they conform to classic comic book archetypes. They all want to make Super-Spider-Wolverine-man. Or they take something like Superspeed and use far-fetched pseudo-scientific explanations to justify taking half the other powers in the book as APs. I can veto this stuff as the GM, but it gets frustrating.

Ironically, I have been thinking about enforcing comic book archetypes by giving players a choice of templates and requiring them to choose one. For example, you can play the agile wise cracking hero ala Spider-man or Deadpool. Or you can play the big invulnerable tank. Not both.

Getting back on topic, I see 4e as preventing the issues with classless systems by requiring the classes to be somewhat focused, yet still allowing a wide degree of customization within the concept through power and feat selection.
 

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