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Controller, Defender, Leader, Striker AND... a Fifth Role!?!?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5619667" data-attributes="member: 54877"><p>Despite my previous post, if I really wanted to expand the design space at the base building blocks, I'd do what I suspect they looked into early in 4E (but abandoned), and elevate power source to a prime mechanical influence, from the more flavor-oriented nature it now has. Now that they have a better idea of which power sources they want, this might even work. If you give the sources mechanical heft, then let's see what we are up to now? Martial/Arcane/Divine/Primal/Psionic/Shadow? What am I missing?</p><p> </p><p>Even six sources cross-referenced with four roles is plenty of options, even if you don't actually develop classes for all 24. But if you really want diversity, stick with one role and use 2 sources for every character.</p><p> </p><p>Time you decide role, power source, ranged or melee, you've covered an awful lot of ground. Then, on top of that, you come up with some "power sources" that aren't about combat. This is where you bring in the out of combat opportunities. Since every character pulls from two sources, you can mix and match to make things work:</p><p> </p><p>1. Want something more or less like 4E? Pick two combat sources and roleplay the non-combat stuff or use skill challenges.</p><p> </p><p>2. Want a bit of enforced mechanical broadening of characters, but still keep the 4E combat balance? Everyone picks one combat source and one non-combat source.</p><p> </p><p>3. Want an earlier style, with some characters shining at different times? Let each player pick any two sources of their choice.</p><p> </p><p>Or you could also go from a flavor/option drive. For example, I don't want my "fighter" to have any magic. So I pick martial and some non-combat option to stay as far away as possible from arcane, divine, etc. Or I want my "wizard" to be even more of the "Ur Wizard" type. I pick arcane and some kind of "lore" non-combat option.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5619667, member: 54877"] Despite my previous post, if I really wanted to expand the design space at the base building blocks, I'd do what I suspect they looked into early in 4E (but abandoned), and elevate power source to a prime mechanical influence, from the more flavor-oriented nature it now has. Now that they have a better idea of which power sources they want, this might even work. If you give the sources mechanical heft, then let's see what we are up to now? Martial/Arcane/Divine/Primal/Psionic/Shadow? What am I missing? Even six sources cross-referenced with four roles is plenty of options, even if you don't actually develop classes for all 24. But if you really want diversity, stick with one role and use 2 sources for every character. Time you decide role, power source, ranged or melee, you've covered an awful lot of ground. Then, on top of that, you come up with some "power sources" that aren't about combat. This is where you bring in the out of combat opportunities. Since every character pulls from two sources, you can mix and match to make things work: 1. Want something more or less like 4E? Pick two combat sources and roleplay the non-combat stuff or use skill challenges. 2. Want a bit of enforced mechanical broadening of characters, but still keep the 4E combat balance? Everyone picks one combat source and one non-combat source. 3. Want an earlier style, with some characters shining at different times? Let each player pick any two sources of their choice. Or you could also go from a flavor/option drive. For example, I don't want my "fighter" to have any magic. So I pick martial and some non-combat option to stay as far away as possible from arcane, divine, etc. Or I want my "wizard" to be even more of the "Ur Wizard" type. I pick arcane and some kind of "lore" non-combat option. [/QUOTE]
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