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<blockquote data-quote="MrMyth" data-source="post: 5271458" data-attributes="member: 61155"><p>Keep in mind that roles are driven far more by class features than by powers. The Slayer doesn't get anything to mark enemies, punish them for attacking his friends, or stopping them from moving away. He can pick up some powers that help with that, but won't ever really fill the defender role - certainly no more than an existing striker who multiclasses to fighter and picks up the same powers. </p><p> </p><p>Similarly, someone could multiclass cleric and pick up various healing powers, but will never have the 'oomph' of 2-3 healing words per encounter. </p><p> </p><p>Controllers, sure, are more driven by powers than other roles, and so you could add in a controller element more easily through the right powers. </p><p> </p><p>But... none of this is <em>new</em>. From the PHB, you could already multiclass and try to fill multiple roles. You already had classes that had 'tendencies' towards a secondary role. You had paragon paths that expanded what you could do - Cleric's got one that gave them a marking mechanism. </p><p> </p><p>And since then we've seen classes that blur the line even more (druids), we've seen the rules for hybrid character, and expanded multiclassing options to actually snag class powers.</p><p> </p><p>They key is, they've done a pretty good job of avoiding having any choices that let you fill multiple roles, at full capability, at the same time. Secondary roles or multiclass characters tend to be good at one thing and pick up a second role - but never be as good at that second role as a character built for it. Hybrid characters are good at fully filling two seperate roles - but never really both at the same time. </p><p> </p><p>Sure, there are some options that start to get past this, and really optimized characters might already be able to do too much... but in general, I think the role system remains perfectly intact, even when characters stretch what they can do, and I don't think this change with Essentials will break that.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5271458, member: 61155"] Keep in mind that roles are driven far more by class features than by powers. The Slayer doesn't get anything to mark enemies, punish them for attacking his friends, or stopping them from moving away. He can pick up some powers that help with that, but won't ever really fill the defender role - certainly no more than an existing striker who multiclasses to fighter and picks up the same powers. Similarly, someone could multiclass cleric and pick up various healing powers, but will never have the 'oomph' of 2-3 healing words per encounter. Controllers, sure, are more driven by powers than other roles, and so you could add in a controller element more easily through the right powers. But... none of this is [I]new[/I]. From the PHB, you could already multiclass and try to fill multiple roles. You already had classes that had 'tendencies' towards a secondary role. You had paragon paths that expanded what you could do - Cleric's got one that gave them a marking mechanism. And since then we've seen classes that blur the line even more (druids), we've seen the rules for hybrid character, and expanded multiclassing options to actually snag class powers. They key is, they've done a pretty good job of avoiding having any choices that let you fill multiple roles, at full capability, at the same time. Secondary roles or multiclass characters tend to be good at one thing and pick up a second role - but never be as good at that second role as a character built for it. Hybrid characters are good at fully filling two seperate roles - but never really both at the same time. Sure, there are some options that start to get past this, and really optimized characters might already be able to do too much... but in general, I think the role system remains perfectly intact, even when characters stretch what they can do, and I don't think this change with Essentials will break that. [/QUOTE]
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