Mustrum_Ridcully
Legend
I think it fits the team dynamic better if the party has to work together in each encounter, instead of having an encounter where only a subset of the PCs are really required. Each has his speciality, but the speciality should be useable in every encounter. I think the 4th edition Roles will serve this purpose well.Reynard said:They are all designed that way. No class is effective all the time. They aren't supposed to be; it feeds the team dynamic to have certain character types be more or less effective in certain types of situations, and it allows every PC to shine at one time or another.
But D&D isn't the first game to suffer from this problem. Shadowrun has always suffered the same problem - a Decker and a Street Samurai work best in totally different scenarioes, and unless you min-maxed considerably, the Street Samurai would never be useful in a Hacking/Decking scenario and the Decker is a liability in a typical firefight.
(And mages going into astral space? No teamwork there. But luckily, astral space is accessibly everywhere).
4th edition Shadowrun is probably closest to compensate this, by introducing the Augmented Reality (but it's still more as if the Hacker was a Rogue with Trap finding but without Sneak Attack)
Maybe it is "realistic" too some degree. But the problem in most RPGs is that combat takes the longest to resolve and is thus the defining part where all characters have to be useful.