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Delinking role with class
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<blockquote data-quote="Markn" data-source="post: 5030093" data-attributes="member: 21827"><p>The idea that the defender role would give high hit points, more healing surges and a marking ability is along the lines of how I think it would need to be done.</p><p></p><p>You've also hit the nail on the head in that if you extract those components from the class, how do you make the class unique or as you put it "what's left".</p><p></p><p>I think the strengths and weaknesses (benefits and limitations if you will) of each class would have to remain in the sense that, a rogue for example, is limited to certain weapons and armor regardless of chosen role. Then you would need to explore how you make up the shortcomings to be able to fill the role. Perhaps a defender rogue would get double the dex bonus to AC (to pump up the AC to defender territory), perhaps the rogue defender, while still stuck with a limited repertoire of weapons, can do unique things that the fighter can't do in terms of manuevers or effects/conditions he can apply. In other words, take the strengths of each class and go further with them and this would differentiate the classes. Sure, its mostly flavor, but the mechanics would support it and really, its not all that much different than what we have now - the only difference is that we accept the standard class configurations we have now because we have come to accept them as the default.</p><p></p><p>The other thing I would mention, and this idea is still very rough in my mind at this point, is that I also picture a possibility where there are different levels (feats perhaps) that allow you to be better in that role. So, you could have a Controller I feat, Controller II feat, etc. Each would let you alter your powers/attacks in different methods. Over time, you could focus in one role ore "multiclass" if you will, into a variety, without having all the tricks of the person who specializes in one role. Could be an interesting concept.</p><p></p><p>Edit - I also think the modular system is pretty much what we have now. WotC made sure, that for the most part, it matched what existed in previous editions for existing classes like fighter, wizard, etc, but as they break new ground with new classes, they use the original classes as a basis or balancing point for new material giving equivalent HPs, AC, etc.</p></blockquote><p></p>
[QUOTE="Markn, post: 5030093, member: 21827"] The idea that the defender role would give high hit points, more healing surges and a marking ability is along the lines of how I think it would need to be done. You've also hit the nail on the head in that if you extract those components from the class, how do you make the class unique or as you put it "what's left". I think the strengths and weaknesses (benefits and limitations if you will) of each class would have to remain in the sense that, a rogue for example, is limited to certain weapons and armor regardless of chosen role. Then you would need to explore how you make up the shortcomings to be able to fill the role. Perhaps a defender rogue would get double the dex bonus to AC (to pump up the AC to defender territory), perhaps the rogue defender, while still stuck with a limited repertoire of weapons, can do unique things that the fighter can't do in terms of manuevers or effects/conditions he can apply. In other words, take the strengths of each class and go further with them and this would differentiate the classes. Sure, its mostly flavor, but the mechanics would support it and really, its not all that much different than what we have now - the only difference is that we accept the standard class configurations we have now because we have come to accept them as the default. The other thing I would mention, and this idea is still very rough in my mind at this point, is that I also picture a possibility where there are different levels (feats perhaps) that allow you to be better in that role. So, you could have a Controller I feat, Controller II feat, etc. Each would let you alter your powers/attacks in different methods. Over time, you could focus in one role ore "multiclass" if you will, into a variety, without having all the tricks of the person who specializes in one role. Could be an interesting concept. Edit - I also think the modular system is pretty much what we have now. WotC made sure, that for the most part, it matched what existed in previous editions for existing classes like fighter, wizard, etc, but as they break new ground with new classes, they use the original classes as a basis or balancing point for new material giving equivalent HPs, AC, etc. [/QUOTE]
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