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<blockquote data-quote="Felon" data-source="post: 2082125" data-attributes="member: 8158"><p>I'm surprised nobody here has come out and said this already, but the next edition of D&D will probably take its cue heavily from MMORPG's. </p><p></p><p>Classes will not only be defined by some sort of subjective conceptual archetype, but also by their clearly-defined tactical role in the party. We won't have role-less core classes liek the ranger that don't seem to do anything powerful or unique, or role-confused classes like the monk that seem to encourage you to go toe-to-toe (for cutting loose with a flurry of blows) while at the same time prod you towards hit-and-run tactics (by offering high maneuverability and mediocre hits points & AC). And hopefully we won't have an omni-role class like druid that can do everything. </p><p></p><p>I expect, as in the newer MMOG's, there'll be a clear-cut offensive melee class, and a clear-cut defensive melee class. We'll have classes that excel at fighting single opponents and classes that excel at fighting crowds. It'll give us some guys who specialize in taking out brutes and guys who specialize in taking out casters (and caster-like creatures such as beholders and mind flayers). Some will be good at cranking out pure damage, while others emphasize "status" attacks (e.g. attack that stun, blind, silence, confuse, etc.). One guy will go toe-to-toe, while the other is a fleet-footed skirmisher. And of course, we'll have a nice complement of pet classes, buffers, stealthers and healers. </p><p></p><p>Of course, that's not to say classes currently don't already fall along those lines to some degree, but many don't (e.g. barbarians are both offense and defense-heavy, while rangers are neither). </p><p></p><p>Lots of roles, so lots of classes. And I for one am fine with all that, as long as the classes offer some personality and customizability. Sure beats the heck out of generic, point-buy classes, where everyone winds up with the same "must-have" skills and most "point-efficient" abilities.</p></blockquote><p></p>
[QUOTE="Felon, post: 2082125, member: 8158"] I'm surprised nobody here has come out and said this already, but the next edition of D&D will probably take its cue heavily from MMORPG's. Classes will not only be defined by some sort of subjective conceptual archetype, but also by their clearly-defined tactical role in the party. We won't have role-less core classes liek the ranger that don't seem to do anything powerful or unique, or role-confused classes like the monk that seem to encourage you to go toe-to-toe (for cutting loose with a flurry of blows) while at the same time prod you towards hit-and-run tactics (by offering high maneuverability and mediocre hits points & AC). And hopefully we won't have an omni-role class like druid that can do everything. I expect, as in the newer MMOG's, there'll be a clear-cut offensive melee class, and a clear-cut defensive melee class. We'll have classes that excel at fighting single opponents and classes that excel at fighting crowds. It'll give us some guys who specialize in taking out brutes and guys who specialize in taking out casters (and caster-like creatures such as beholders and mind flayers). Some will be good at cranking out pure damage, while others emphasize "status" attacks (e.g. attack that stun, blind, silence, confuse, etc.). One guy will go toe-to-toe, while the other is a fleet-footed skirmisher. And of course, we'll have a nice complement of pet classes, buffers, stealthers and healers. Of course, that's not to say classes currently don't already fall along those lines to some degree, but many don't (e.g. barbarians are both offense and defense-heavy, while rangers are neither). Lots of roles, so lots of classes. And I for one am fine with all that, as long as the classes offer some personality and customizability. Sure beats the heck out of generic, point-buy classes, where everyone winds up with the same "must-have" skills and most "point-efficient" abilities. [/QUOTE]
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