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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Is 4E doing it for you?
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<blockquote data-quote="Maggan" data-source="post: 4478347" data-attributes="member: 6616"><p>Yeah, pretty much a standard scenario for what clerics do best; turn undead and heal people. Classic D&D.</p><p></p><p>That's also why I don't really think that is a good example of how D&D4 "forces" groups to have different roles in the party, in comparison to earlier editions. D&D has always had the assumption that a broad set of skills and abilities are important to party survival.</p><p></p><p>You've always been better off if you have some fighters to soak up damage, some rogues to scout and backstab, some clerics to turn undead and heal, and wizards to shoot things.</p><p></p><p>So we had tanks (fighters) before D&D4, we had artillery (wizards) before D&D4, we had support troops (rogues) before D&D4. And healers (clerics) </p><p></p><p>D&D4 has put the light on those concepts much more clearly than before, and this might feel to some that it is a new concept, but to me it just feels like the same assumptions that always shaped D&D:</p><p></p><p>- A mix of classes, with different skills and abilities, makes for the best chance of survival in a diverse dungeon environment.</p><p></p><p>So D&D4 has roles in addition to classes, codifying a concept that's been around for ages. Maybe it's too integrated in the mechanics now for some players to like it, but for us at least, it works out nicely.</p><p></p><p>/M</p></blockquote><p></p>
[QUOTE="Maggan, post: 4478347, member: 6616"] Yeah, pretty much a standard scenario for what clerics do best; turn undead and heal people. Classic D&D. That's also why I don't really think that is a good example of how D&D4 "forces" groups to have different roles in the party, in comparison to earlier editions. D&D has always had the assumption that a broad set of skills and abilities are important to party survival. You've always been better off if you have some fighters to soak up damage, some rogues to scout and backstab, some clerics to turn undead and heal, and wizards to shoot things. So we had tanks (fighters) before D&D4, we had artillery (wizards) before D&D4, we had support troops (rogues) before D&D4. And healers (clerics) D&D4 has put the light on those concepts much more clearly than before, and this might feel to some that it is a new concept, but to me it just feels like the same assumptions that always shaped D&D: - A mix of classes, with different skills and abilities, makes for the best chance of survival in a diverse dungeon environment. So D&D4 has roles in addition to classes, codifying a concept that's been around for ages. Maybe it's too integrated in the mechanics now for some players to like it, but for us at least, it works out nicely. /M [/QUOTE]
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