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*Pathfinder & Starfinder
Role rigidity
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<blockquote data-quote="DreamChaser" data-source="post: 3908145" data-attributes="member: 1190"><p>Hmmm...how to say this without sounding like I'm attacking a point of view...heck I'll just dive in.</p><p></p><p>D&D is, and always has been, a game of strict roles. From its origins where you were a fighting man, a magic user, a thief, or (later) an elf or a dwarf, you choose an archetype and ran with it. I find it worth noting that 2e pretty much died a terrible death with the implementation of Skills & Powers which largely deconstructed the class role system.</p><p></p><p>Now as 10 class roles has expanded to 66 with ever increasing overlap, we find ourselves on the dawn of a new edition.</p><p></p><p>GURPS and more recently BESM on the other hand are games designed to avoid strict roles and niches. Different structure, different play style.</p><p></p><p>I find it odd that self proclaimed niche / role haters have such an investment in the future of D&D, a game which is and has always been counter to their preferred style of gaming.</p><p></p><p>I think that clarifying class roles and forging some distinct boundaries around them is crucial to the survival of the game for a few reasons:</p><p></p><p>1) Novice players with little exposure to other games or fantasy will find it easier to jump in.</p><p>2) Experienced players will either stick with what they have (as many did with 3e) or change those aspects they don't like (as they did with 3e).</p><p></p><p>Even within this thread, there have been posts indicating concern over "increased" role rigidity followed by explanations of how that same problem was "fixed" in 3e. This, to me, is the simple reason that the game cannot be created for those of us who inherently change the game. They will never make us happy.</p><p></p><p>To make me happy, they would have to nix paladin as a core class (I lothe the concept as a starting character) and add gnome back in. . I'm not upset at them for leaving paladin in, because I know that they know that I'm the type of gamer who is going to change it anyway and most players LIKE the paladin and HATE the gnome.</p><p></p><p>This new edition is finally going to have an internal story and cosmology so that new players can jump in and have a concept to work with sans the extra investment to buy a campaign setting. They will have archetypes that they can relate to (elves, dwarves, dragon folk, demon folk for races; warrior, knight (paladin), wizard, warlock for classes).</p><p></p><p>Plus, recent experiments in multiclassing (Bo9S) tells me that they have their heads on straight for improving these rules.</p><p></p><p>That's my rant I guess. Anyone who dislikes the very structure of D&D will never be the target audience of any edition. Anyone who loves to tinker and change every system they get near will not be either. Casual gamers, new gamers, and experienced gamers who want something new are the target for 4e. Period.</p><p></p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 3908145, member: 1190"] Hmmm...how to say this without sounding like I'm attacking a point of view...heck I'll just dive in. D&D is, and always has been, a game of strict roles. From its origins where you were a fighting man, a magic user, a thief, or (later) an elf or a dwarf, you choose an archetype and ran with it. I find it worth noting that 2e pretty much died a terrible death with the implementation of Skills & Powers which largely deconstructed the class role system. Now as 10 class roles has expanded to 66 with ever increasing overlap, we find ourselves on the dawn of a new edition. GURPS and more recently BESM on the other hand are games designed to avoid strict roles and niches. Different structure, different play style. I find it odd that self proclaimed niche / role haters have such an investment in the future of D&D, a game which is and has always been counter to their preferred style of gaming. I think that clarifying class roles and forging some distinct boundaries around them is crucial to the survival of the game for a few reasons: 1) Novice players with little exposure to other games or fantasy will find it easier to jump in. 2) Experienced players will either stick with what they have (as many did with 3e) or change those aspects they don't like (as they did with 3e). Even within this thread, there have been posts indicating concern over "increased" role rigidity followed by explanations of how that same problem was "fixed" in 3e. This, to me, is the simple reason that the game cannot be created for those of us who inherently change the game. They will never make us happy. To make me happy, they would have to nix paladin as a core class (I lothe the concept as a starting character) and add gnome back in. . I'm not upset at them for leaving paladin in, because I know that they know that I'm the type of gamer who is going to change it anyway and most players LIKE the paladin and HATE the gnome. This new edition is finally going to have an internal story and cosmology so that new players can jump in and have a concept to work with sans the extra investment to buy a campaign setting. They will have archetypes that they can relate to (elves, dwarves, dragon folk, demon folk for races; warrior, knight (paladin), wizard, warlock for classes). Plus, recent experiments in multiclassing (Bo9S) tells me that they have their heads on straight for improving these rules. That's my rant I guess. Anyone who dislikes the very structure of D&D will never be the target audience of any edition. Anyone who loves to tinker and change every system they get near will not be either. Casual gamers, new gamers, and experienced gamers who want something new are the target for 4e. Period. DC [/QUOTE]
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