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How would you like 5e to handle combat roles.
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<blockquote data-quote="Alaxk Knight of Galt" data-source="post: 5809367" data-attributes="member: 4129"><p>Magic had a big change way back in 1998. Prior to Exodus, card rarity wasn't denoted on the card itself. Starting with that expansion, rarity was denoted by color of the expansion symbol.</p><p></p><p>How does this relate? Well, it goes to the transparity issue. In Magic, denoting rarity makes the game more transparent but only has an impact on the metagame of trading. It provided some protection to novice players in trades by identifying an element of the game that only experienced players knew.</p><p></p><p>Combat Roles, in 4th, are like card rarity in Magic. Novice players need guidance while expert players do not. The difference is that card rarity had no mechanical impact on the game of magic while combat roles had significant in-game impact.</p><p></p><p>Frankly, this is a character creation issue. And the issue only arises when you've got too many options. In 2nd, rolling 4d6 drop the lowest, it was hard to make a bad character through player choices at creation. You simply didn't have enough choices during character creation (about the only choice was what NWP and WP to select and kit, if your DM allowed it). Your character was defined more by what happened in play then what happened during creation. Since 3rd though, your character options outside of gameplay have exploded (feats, skills, multi-classing, prestige classes, paragon paths, etc).</p></blockquote><p></p>
[QUOTE="Alaxk Knight of Galt, post: 5809367, member: 4129"] Magic had a big change way back in 1998. Prior to Exodus, card rarity wasn't denoted on the card itself. Starting with that expansion, rarity was denoted by color of the expansion symbol. How does this relate? Well, it goes to the transparity issue. In Magic, denoting rarity makes the game more transparent but only has an impact on the metagame of trading. It provided some protection to novice players in trades by identifying an element of the game that only experienced players knew. Combat Roles, in 4th, are like card rarity in Magic. Novice players need guidance while expert players do not. The difference is that card rarity had no mechanical impact on the game of magic while combat roles had significant in-game impact. Frankly, this is a character creation issue. And the issue only arises when you've got too many options. In 2nd, rolling 4d6 drop the lowest, it was hard to make a bad character through player choices at creation. You simply didn't have enough choices during character creation (about the only choice was what NWP and WP to select and kit, if your DM allowed it). Your character was defined more by what happened in play then what happened during creation. Since 3rd though, your character options outside of gameplay have exploded (feats, skills, multi-classing, prestige classes, paragon paths, etc). [/QUOTE]
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