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*TTRPGs General
Roles - do they work?
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<blockquote data-quote="FireLance" data-source="post: 4654491" data-attributes="member: 3424"><p>Let me turn the question around. If you want to play an arcane striker, why are you so wedded to the idea of playing a "wizard"? If you find out that the wizard class (which is labelled as a "controller") does not function well as a striker, it seems to me that the role system is actually working the way it should. </p><p></p><p>4e does require a particular shift in mindset. In previous editions, you'd decide you want to play a class on the basis of the class's name and your pre-conceived notions of what that class ought to be. If your notions of what the class should be happend to fit with those of the designer, well and good. Otherwise, you'd be quite dissatisfied with the class. The multitude of alt. rangers in early 3e is a testament to the fact that gamers as a whole couldn't decide whether rangers should be mystical spellcasting warriors, canny non-spellcasting woodsmen, archers, two-weapon wielders, etc. </p><p></p><p>4e breaks this up into two stages. First pick a power source. For now, this seems to be largely a flavor choice. Do you want to tap into arcane energies, by fueled by divine faith, or rely on martial ability? Next, pick a combat role. Do you want to deal lots of damage? Play a striker. Do you want to shape the battlefield? Play a controller. Do you want to protect your team-mates? Play a defender. Do you want to help and heal them? Play a leader. Then, and only then, should you pick a class. And if you're dead set on playing a character that calls himself a wizard when you want to play an arcane striker? Just reflavor your class abilities and call yourself a wizard in-game. Similarly, want to play a bard but don't want to inspire and heal your team-mates? Find the essence of what you want in playing a bard and find the class that best enables you to play that character, even if the class isn't called a bard.</p></blockquote><p></p>
[QUOTE="FireLance, post: 4654491, member: 3424"] Let me turn the question around. If you want to play an arcane striker, why are you so wedded to the idea of playing a "wizard"? If you find out that the wizard class (which is labelled as a "controller") does not function well as a striker, it seems to me that the role system is actually working the way it should. 4e does require a particular shift in mindset. In previous editions, you'd decide you want to play a class on the basis of the class's name and your pre-conceived notions of what that class ought to be. If your notions of what the class should be happend to fit with those of the designer, well and good. Otherwise, you'd be quite dissatisfied with the class. The multitude of alt. rangers in early 3e is a testament to the fact that gamers as a whole couldn't decide whether rangers should be mystical spellcasting warriors, canny non-spellcasting woodsmen, archers, two-weapon wielders, etc. 4e breaks this up into two stages. First pick a power source. For now, this seems to be largely a flavor choice. Do you want to tap into arcane energies, by fueled by divine faith, or rely on martial ability? Next, pick a combat role. Do you want to deal lots of damage? Play a striker. Do you want to shape the battlefield? Play a controller. Do you want to protect your team-mates? Play a defender. Do you want to help and heal them? Play a leader. Then, and only then, should you pick a class. And if you're dead set on playing a character that calls himself a wizard when you want to play an arcane striker? Just reflavor your class abilities and call yourself a wizard in-game. Similarly, want to play a bard but don't want to inspire and heal your team-mates? Find the essence of what you want in playing a bard and find the class that best enables you to play that character, even if the class isn't called a bard. [/QUOTE]
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