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<blockquote data-quote="thecasualoblivion" data-source="post: 4571421" data-attributes="member: 59096"><p>4E Defender=marking plus defense. It has little to do with movement or minis on a fundamental level. Only the Fighter class denies movement to a greater degree than all 4E classes do(which I will admit makes them the most effective Defenders). The only movement denying abilities of Paladins and Swordmages are the same generic opportunity attacks everyone gets, and Paladins and Swordmages can be built to suck at those same opportunity attacks by dumping Strength. </p><p></p><p>4E Controller=multiple targets. You can make a perfectly effective Wizard who just takes all the big blasty spells like Fireball and Lightning Bolt and doesn't bother with moving enemies or setting up zones at all. I've seen it done, and it still works. The fundamental Controller ability is multiple targets.</p><p></p><p>4E Leader=Healing and boosting allies. You can build Clerics and even Warlords without using any powers that move enemies or allies, because that is not the funamental part of the role. </p><p></p><p>4E Striker=Damage and mobility. While mobility does involve the gaming grid to a large extent, things like teleportation, flanking, and basic positioning have been a part of D&D for a long time and are still heavily used in games that don't use the grid. </p><p></p><p></p><p></p><p></p><p></p><p>A Fighter is a Defender because while marking in D&D didn't exist prior to 4E, high defense did.</p><p></p><p>The Wizard is a controller because the Wizard is the master of the Controllers primary ability, and that is targetting multiple enemies.</p><p></p><p>The Cleric is a leader because the Leaders primary method is healing and buffing. Clerics dominate healing in all previous editions of D&D.</p><p></p><p>The Thief sucked in combat, and isn't a part of this equation. Backstab was almost impossible to pull off using the rules as written. Most people who had any sense played Mage/Thieves and Fighter/Thieves in AD&D, or accepted that they sucked in combat.</p></blockquote><p></p>
[QUOTE="thecasualoblivion, post: 4571421, member: 59096"] 4E Defender=marking plus defense. It has little to do with movement or minis on a fundamental level. Only the Fighter class denies movement to a greater degree than all 4E classes do(which I will admit makes them the most effective Defenders). The only movement denying abilities of Paladins and Swordmages are the same generic opportunity attacks everyone gets, and Paladins and Swordmages can be built to suck at those same opportunity attacks by dumping Strength. 4E Controller=multiple targets. You can make a perfectly effective Wizard who just takes all the big blasty spells like Fireball and Lightning Bolt and doesn't bother with moving enemies or setting up zones at all. I've seen it done, and it still works. The fundamental Controller ability is multiple targets. 4E Leader=Healing and boosting allies. You can build Clerics and even Warlords without using any powers that move enemies or allies, because that is not the funamental part of the role. 4E Striker=Damage and mobility. While mobility does involve the gaming grid to a large extent, things like teleportation, flanking, and basic positioning have been a part of D&D for a long time and are still heavily used in games that don't use the grid. A Fighter is a Defender because while marking in D&D didn't exist prior to 4E, high defense did. The Wizard is a controller because the Wizard is the master of the Controllers primary ability, and that is targetting multiple enemies. The Cleric is a leader because the Leaders primary method is healing and buffing. Clerics dominate healing in all previous editions of D&D. The Thief sucked in combat, and isn't a part of this equation. Backstab was almost impossible to pull off using the rules as written. Most people who had any sense played Mage/Thieves and Fighter/Thieves in AD&D, or accepted that they sucked in combat. [/QUOTE]
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