Im with this.Poll needs a fourth option:
- Do away with predefined combat roles entirely.
That one would get my vote.
Lanefan
Poll needs a fourth option:
- Do away with predefined combat roles entirely.
That one would get my vote.
Lanefan
Absolutely; and each player might have a different idea of what a class' "role" is in combat, even side by side at the same table!In my opinion roles don't really matter. You can look at a class and get an idea as to what it can do in combat. Just create classes first and then let the player's decide how they will contribute in combat. We don't really need a "Defender" mechanic or a "Striker" mechanic that anchors a class to a certain role.
Absolutely; and each player might have a different idea of what a class' "role" is in combat, even side by side at the same table!
An example: some people I game with like to play what I call "light" Rangers; light-to-no armour scout and archer types that try to give out damage without taking any - I think those are called Strikers. But then there's me; if I'm playing a Ranger it's going to be "heavy": I'm going to put it in plate mail and tank it up, as Rangers - particularly in 1e - are usually pretty tough and in my view should be throwing their hit-point-laden bodies into the fray to defend the squishies - which makes them Defenders.
Clerics are another good example of a multi-role class.
Lan-"I'm not sure this is what they meant when they said it was a role-playing game"-efan
Do you want the thief/rogue to be able to create area of effect effects and lots of buff/debuffing like a controller? How about the ranger? Should rangers be able to create area effects? Maybe he's just shooting a cloud of arrows wuxia style which burst into flame and create fireballs. Or, maybe the rogue should be healing people and giving them extra actions per round a la a leader. After all, I can think of all sorts of rogue leader archetypes... or well... maybe not.
Somehow I don't think too many people want that in their core rules. Niche protection for a class means that a given class actually has a reason to exist. If any class can cover any niche, why bother having classes in the first place? Go GURPS or HERO and be done with it.
I would like to basically see "controlling" be mainly something primary casters can do, and "defending" mainly something primary melee characters do. However, it's fine if a rogue picks up some alchemist fires for area effects and potions for healing, or the fighter picks feats (or whatever) that let him trip enemies and push them around.
"Niche protection" seems to mean that each class has its thing that other classes can't do. I'd rather have "niche specialization", where each class has a few areas of core competence where they are better than most classes.
For fighter, those areas would encompass all combat styles: TWF, sword and board, two-handed, ranged. Other martial classes would be good at one or two: the ranger at TWF and ranged, the barbarian at two-handed, the paladin at sword and board. To me the fighter has always been a combat generalist, who can pick up any weapon he finds and use it effectively.
Keep Roles out of the core game. They can be part of an optional module for tactical combat for those who want it. I don't want to have to pay for an extra layer of complexity and then have to strip it back out of the game. This is part of the game that should be dialed-out entirely when the dial is at its lowest setting.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.