Lord Zardoz
Explorer
wingsandsword said:Even back in AD&D, the thief wasn't there to be a "striker" or whatever, he was a trap expert and climber and lockpick and scout, with combat as a secondary role and backstab a nice bonus if you could pull it off. Fighters (and fighter-types like Paladins and Rangers and Monks) were the ones that shined when the party got into melee. Thieves and Clerics could help some but it wasn't their specialty, and Wizard spells sure were nice in a fight but it was clear that a Wizard wanted to avoid fights when possible because of their low HP and AC (in my AD&D days, we always used the expression "Armor Class Mage" to mean AC 10).
This is not the sort of thing that ought to be looked at in a 'this is how things were done before' light. This is the sort of thing that should be looked at in a 'how is this game played' manner.
Combat is not the only thing that happens in a D&D game, but it is the most important thing. If you were to remove all the rules having to do with combat from any edition of the game, you really would not be left with much, just some movement rules, a much smaller spell list, and some form of a skill system. The list of magic items would also be greatly reduced.
In addition to that, Combat typically takes up anywhere between half to 75% of the actual playing time of the game. RP heavy games may reduce that, but it is not a play style that the D&D game system handles very well. Most in game problems that have cropped up to be complained about in 3rd edition also have to do with combat. No one complains that the Skill Focus feat is over powered. I do not think many games have been broken by a players brilliant use of the Disguise and Forgery skills. But Haste and Harm got alot of flack before 3.5. People are dis satisfied with the Monk becuase of Flurry of Misses, and high level play is criticized primarily because combat starts to drag down, and the number get screwy when you get to "Only the Fighter will Hit" levels of AC.
It is in no ones interest to have 4th edition be a game where the classes are balanced in such a way that Combat Weak classes are strong outside of combat if 50% to 75% of gameplay will end up being combat. The game as a whole will be better if everyone at the table can be doing something entertaining within the game at all times.
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