Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
L&L: These are not the rules you're looking for
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="TwinBahamut" data-source="post: 5862515" data-attributes="member: 32536"><p>Wow. So many pages in just half a day. Hard to keep up with all of this, but I may as well replay to those who replied to me...</p><p></p><p>Like some others in this thread, I don't think RPGs need to focus on things like in-character play, creativity, or story-telling. Or at the very least, I don't believe that those thing have anything at all to do with roles and class design. Those things don't need rules, and rules can't do a thing to inhibit them, if you ask me. Maybe it's because I play pure freeform roleplay games (more often than I play D&D, actually), so when I want to play D&D I do so for the mechanics. All those things you list will happen regardless of what mechanics I use, so I want mechanics that are actually <em>good</em>. Roles and game balance are a part of what lets mechanics be good.</p><p></p><p>In other words, if the mechanics for D&D are not good, then there is quite literally no point on me even using the rules at all.</p><p></p><p>As for your second point, I'll be addressing that in my response to the next quote.</p><p></p><p>I think you are focusing <em>WAY</em> too much on my reference to balance and far too little on my other point: that roles are essential to good classes and good class design. They help with balance, but that is far from being even their most important purpose.</p><p></p><p>Roles are about giving classes identity. They are about niche protection. They are about making each character a part of a whole, rather than either the whole itself or an unnecessary tag-along. Put simply, they are about building the game around cooperation and encouraging it to the point of necessity. D&D is, supposedly at least, a cooperative game. Roles encourage and support cooperative play. Editions prior to 4E quite frankly didn't, and a large part of that is their failure to embrace the idea of roles. Advice completely devoid of mechanics and rules is just empty verbiage that has no bearing on reality. It is little different than a lie. It can't support cooperation, good class design, balance, and fun gameplay the way that a role system can.</p><p></p><p>There is also the point that "play your class any way you like" is itself, an impossibility for any version of D&D. D&D has always been and will continue to be a class-based game. No class-based game will ever permit a true "your character can be anything it wants" kind of game. A 3E Fighter will never be a buffer. In fact, a 3E Fighter can't really be much of <em>anything at all</em>, because it doesn't have the mechanics needed to do anything. A Ranger will never be able to create walls of fire in order to isolate certain parts of the battlefield. Even an overpowered 3E Wizard will never be an effective healer.</p><p></p><p>The moment you choose a class, you are giving up the freedom to do whatever you want. No class will be that flexible, and neither should they. Mixing limitations and advantages is the very point of a class-based system. Restrictions are just as much a part of classes as anything else.</p><p></p><p>Overall, D&D is a cooperative class-based game, and an essential part of any cooperative class-based game is a role system. If you don't want roles, than you don't want D&D to be a cooperative class-based game.</p><p></p><p>Well, as I said just above, the idea of Knights only doing some things and a Thief doing other things is essential to a game where you pick between classes. D&D has always been exactly that kind of game. Fighters have their class features and Rogues have different class features. These different class features create mechanical advantages and disadvantages, and it is impossible for players to play outside the limitations of their classes.</p><p></p><p>Anyways, roles have been a part of D&D ever since the belief that a balanced party consisted of a Fighter, Rogue, Wizard, and Cleric came about, and that belief started very, very early on in the game's history. Back then there was no identification of roles as such because the classes were the roles. The ideas of classes and roles only separated because of the proliferation of many new classes that broke down the old equivalency. In other words, the Rogue's ability to sneak and open chests used to be both a class mechanic and a role mechanic, but in 4E it is a class mechanic, since there is no "thief" role. In a theoretical 5E that embraces roles, it might very well be a role mechanic for a "thief" role.</p><p></p><p>If you want to go back to a game where there are no explicit roles, you need to go back to a game where there are only as many classes as there are players at the table. I rather like having lots of class options, however, so I'd much rather have explicit roles and a variety of options.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 5862515, member: 32536"] Wow. So many pages in just half a day. Hard to keep up with all of this, but I may as well replay to those who replied to me... Like some others in this thread, I don't think RPGs need to focus on things like in-character play, creativity, or story-telling. Or at the very least, I don't believe that those thing have anything at all to do with roles and class design. Those things don't need rules, and rules can't do a thing to inhibit them, if you ask me. Maybe it's because I play pure freeform roleplay games (more often than I play D&D, actually), so when I want to play D&D I do so for the mechanics. All those things you list will happen regardless of what mechanics I use, so I want mechanics that are actually [i]good[/i]. Roles and game balance are a part of what lets mechanics be good. In other words, if the mechanics for D&D are not good, then there is quite literally no point on me even using the rules at all. As for your second point, I'll be addressing that in my response to the next quote. I think you are focusing [i]WAY[/i] too much on my reference to balance and far too little on my other point: that roles are essential to good classes and good class design. They help with balance, but that is far from being even their most important purpose. Roles are about giving classes identity. They are about niche protection. They are about making each character a part of a whole, rather than either the whole itself or an unnecessary tag-along. Put simply, they are about building the game around cooperation and encouraging it to the point of necessity. D&D is, supposedly at least, a cooperative game. Roles encourage and support cooperative play. Editions prior to 4E quite frankly didn't, and a large part of that is their failure to embrace the idea of roles. Advice completely devoid of mechanics and rules is just empty verbiage that has no bearing on reality. It is little different than a lie. It can't support cooperation, good class design, balance, and fun gameplay the way that a role system can. There is also the point that "play your class any way you like" is itself, an impossibility for any version of D&D. D&D has always been and will continue to be a class-based game. No class-based game will ever permit a true "your character can be anything it wants" kind of game. A 3E Fighter will never be a buffer. In fact, a 3E Fighter can't really be much of [i]anything at all[/i], because it doesn't have the mechanics needed to do anything. A Ranger will never be able to create walls of fire in order to isolate certain parts of the battlefield. Even an overpowered 3E Wizard will never be an effective healer. The moment you choose a class, you are giving up the freedom to do whatever you want. No class will be that flexible, and neither should they. Mixing limitations and advantages is the very point of a class-based system. Restrictions are just as much a part of classes as anything else. Overall, D&D is a cooperative class-based game, and an essential part of any cooperative class-based game is a role system. If you don't want roles, than you don't want D&D to be a cooperative class-based game. Well, as I said just above, the idea of Knights only doing some things and a Thief doing other things is essential to a game where you pick between classes. D&D has always been exactly that kind of game. Fighters have their class features and Rogues have different class features. These different class features create mechanical advantages and disadvantages, and it is impossible for players to play outside the limitations of their classes. Anyways, roles have been a part of D&D ever since the belief that a balanced party consisted of a Fighter, Rogue, Wizard, and Cleric came about, and that belief started very, very early on in the game's history. Back then there was no identification of roles as such because the classes were the roles. The ideas of classes and roles only separated because of the proliferation of many new classes that broke down the old equivalency. In other words, the Rogue's ability to sneak and open chests used to be both a class mechanic and a role mechanic, but in 4E it is a class mechanic, since there is no "thief" role. In a theoretical 5E that embraces roles, it might very well be a role mechanic for a "thief" role. If you want to go back to a game where there are no explicit roles, you need to go back to a game where there are only as many classes as there are players at the table. I rather like having lots of class options, however, so I'd much rather have explicit roles and a variety of options. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
L&L: These are not the rules you're looking for
Top