Raven Crowking said:
I'm not sure how what we are seeing in the previews actually leads to "more defined class roles". Indeed, everything I have seen thus far appears to point to "less defined class roles" with a glaring neon finger.
Really? I see "wizards don't buff people anymore" as a nod to making the cleric's role more distinctive. I see "more things are being made into class abilities" as a nod to class distinctiveness since you can't play one class and just get feats to give you the abilities of another class.
I see the cleric's ability to heal while attacking adding to his distinctiveness as no one else will be able to do that(except other leaders and the paladin in small amounts).
Sure, other people can do some form of self healing, but I'm guessing it will be limited and take their entire action.
Giving fighters specific powers to protect their allies helps "define their role".
The idea of defining roles is having the class inform you of what they are supposed to do. Right now, when someone makes a cleric they know they can heal, buff their allies, buff themselves, strike their enemies with spells, debuff their enemies, movement powers, divinations, raise the dead, attack well with weapons, wear heavy armor, and probably some other things. This causes some players to get rather confused as to what they are supposed to do this round. Are they supposed to cast heal, divine power, prayer, protection from energy, flamestrike or hold person?
However, if you change it so that the cleric does a limited number of things well you instead have a more defined role. If you can only cast prayer, bless, protection from energy, flame strike, and heal then you still have a choice, just less of one. And any time you have less choice, your role is more defined.