1. They help eliviate the "You wanna play what now?" moments when I DM.
I like new classes, both as a player, and as a DM. As a DM, however, they often meant I needed to take a good amount of time studying a class to see how it would impact the game, and even then sometimes the ony real way to know was to see it in action. I often didn't (and still don't) have the luxury to spend all that time on a new potential new class. And since I only have time really to run one campaign seeing it in action could have ver damaging effects.
2. They help eliviate the "Awww man... I have to play the _____?" moments.
Maybe your games were different, I dunno, but as I mainly DM, I've seen a good number of people end up playing a certain class because that's what the party needs, as opposed to a concept they imagined.
While roles don't eliminate the sometimes need for a new character to fullfill a certain function, they do help give the player a few more options to match his/her concept.
So those are two reasons I like roles... What do you think?
That's because you're using a game with classes. I don't need to learn a new class when my players make characters, I just need to know what kind of character they want and what they want to be able to do. Each character has the same or similar mechanics but can do different things.
To me, classes are roles and vice versa to some extent. Its one of the things about 4E that really irks me.
See, to me 'roles' not only fail to eliminate this, they reinforce it. We don't have A Healer so some one must play A Healer. Instead of, we don't have a healer...don't worry, Joe took some healing skills and Rachel has potion making skills. She can probably whip up a healing potion.
But wait! Rachel? Isn't she A Wizard. Isn't Joe A Warrior.
Er...not exactly. Rachel is a mage and has spells and magic but she's also an alchemist and knows about nature and herbs. Joe was a solider caught behind enemy lines who learned to steal, sneak and patch his wounds in order to survive.
It's not the concepts of role they attack, but 4th edition. It gets tiring.
Not that roles already existed prior to 4th edition.
I think this says it best.
like in 3rd edition, where some skills, feats and spells were purposefully made to be bad, to distinguish good players and bad players.
That was what the class detail sections, like 'Making a _______', 'Playing a _______', and '_______s in the Game' were (and are) for, though. I don't really see much difference there.While they don't tell me EVERYTHING about a new class, roles give me a pretty decent idea on how the new class operates. And since the game is now balanced based on roles (and gives advice on how lack of certain roles will impact the game) it's easy to see what will happen when a new class enters the mix.
Hm. I don't see the difference, again. So, you need to end up playing a certain kind of class, in either scenario. Er. . .While roles don't eliminate the sometimes need for a new character to fullfill a certain function, they do help give the player a few more options to match his/her concept.
Instead of having to rethink your concept in order to play a needed class, you can find a class within the needed role that fits your concept pretty quickly.
Unfortunately, there *is* some, IIRC. Monte Cook, or one of those dudes. Though I might be misremembering. . .Shemeska said:You know, I'd love to see you back that claim up with you know, some evidence?