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Roles in Roleplaying Games

My bigger point though is why tie a particular archetype, whether it's Paladin or Wizard to a specific role in combat... I'm finding it hard too understand why you would do this instead of, for excample, leaving them open and having a build for numerous roles (like...surprise, surprise, they are finally doing now.). It's like they tried to tie a game conceit into the part of the game that revolves around concept.

I think I see where you are coming from.

I think the idea behind tying a certain class to a certain in-combat role was to make sure that the player knew what sort of choices he was making in character creation; making it obvious how the character would play out in the game. (There's also some of this in the skills selection.)

So: What's gained here is that the player knows how his decision will impact game play.

I can see, though, how one would want a specific fictional archetype to play differently in the game - the hard-hitting holy warrior vs. the keep enemies off my bro's back's holy warrior. That, I think, is a question for game design: What kinds of choices should a player make when designing their PC? Personally, I'd rather the choice was simple - pick a class and there you go - but I can see how others would disagree.
 

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The thing is, a Bard is an entirely different archetype than a Fighter. As is a Ranger. As is a Warlord. As is a Rogue.

<snip>

The Fighter can represent of lot of different things: ranged, reach, sword and shield, two-handed, two-weapons, etc. The class "Fighter" is just the D&D archetype for "warrior" to me, for example. With this in mind, by narrowing the Fighter down to fulfilling one role very well (and other roles workably), you really take a bite out of the concepts that will fit into "warrior". I may envision my archer warrior as a light-on-his-feet kind of guy. I don't want to wear plate, I want to wear light armor.
OK. But I don't quite get why a Ranger built with Dungeoneering as a trained skill (rather than Nature) doesn't adequately realise your desire to play an archetypal archer warrior. You wear light armour (leather or hide), you're really good with a bow, you can fight with your sword or knife in a pinch (using the DEX melee powers for Rangers from Martial Power 2), and you have both attack and utility powers that let you move around the place to avoid/escape melee assailants.

I mean, what else would an archer warrior whose light on his feet look like?

If I'm a Warlord, it makes sense that I'd want to heal from a class-perspective, but not necessarily from a conceptual perspective in terms of archetypes. I may want to be someone who inspires his allies (healing or buffing them in 4e). I may, however, want to be someone who is a great tactician and military leader (I'm not aware of any class abilities or skills to reflect this).

<snip>

So, when I hear "why would you be a Warlord and not heal?", I think "because that's a form of the archetype I'm thinking of."
Your Warlord sounds like either a Warlord with the right suite of class features (init bonus for allies, to hit bonus for allies based on INT, etc), powers (those that let allies move around the battlefield cleverly and effectively) and who treats Inspiring Word as helping allies who have got themselves into tactical dire straits out of those dire straits (I think this is one permissible reading of martial healing).

Alternatively, you could build a straight fighter or paladin with the appropriate warlord multiclass feat, but that build won't give as many tactical bonuses (although there are also fighter utilities and also skill powers that can help with this).

Generalising - as with Thunderfoot upthread, I don't see many of these PC types as that hard to build in 4e. The key (as I'm sure others have mentioned upthread) is to start with concept, and then have someone who knows the long lists of mechanical options for character building help you find the right bundle of options to realise your concept. Sometimes this will be easy (the archer is just a ranger). Sometimes it will require a bit of thought (your warlord option is pretty easy, but takes a bit more thought than the ranger). Sometimes it requires a higher degree of system mastery (eg any concept that requires hybriding to realise it).

I think of archetypes in a rather broad sense.

<snip>

I was trying to point out (very poorly) that tying class abilities to roles is one way to define roles, yes.

<snip>

I was trying to point out (again, poorly) that it's not a given, and that pointing to class abilities as indicators of what that archetype is misses the point others have been trying to make: they don't agree with the narrow archetypes.
OK. I think it's obvious that, in some cases at least, 4e classes are subsets of archetypes. In other cases, they're supersets.

For example, I see the paladin as encompassing both Lancelot (STR) and Galahad (CHA). The fighter is both the duelist (Tempest, DEX) and the wild axeman (Great Weapon, CON). But warrior includes the paladin, the fighter, the ranger, the warlord and (at least some iterations of) the rogue.

And then some classes - wizard, druid, invoker, shaman, warlock, sorcerer - don't really correspond to standard tropes at all, I think. The differences between them really only make sense in the context of the particular story elements that the game incorporates into their descriptions of classes.

I don't have any strong preference as to how PCs should be built. But in a game like 4e, where PC building depends upon looking through long lists of options and putting them together in more-or-less subtle ways, I'm not going to fuss too much about the precise labels given to elements of the lists, provided that in the end my PC does what I want it to. (Practical example - when I rebuilt my 2nd ed Skills and Powers cleric for 4e, I eventually settled on a paladin as the best way to realise him. What's in the change of class name? For me, nothing. It's all about the powers and class features.)

What I do care about are keywords of powers and abilities, because these are one of the key anchors, in 4e, between mechanics and fiction. So I do have some sympathy for scepticism about the suggestion to build a paladin as a hybrid barbarian - I can't just ignore the "primal" keyword on those powers. Unlike the label "barbarian", which is just the label for a suite of mechanical options (although intended to tell you something about the likely sort of build you'll get out of those options), "primal" is a part of the power description that means something. It gives the power a "home" in the gameworld.
 

Steeldragons - what baffles me is how you could play D&D for any length of time and not think that "da rulz" weren't telling you exactly what you were.

They gave me defined abilities and skills for my class. They did not tell me how my class was supposed to act. We know the archetypes of the class. We know the strengths and weaknesses of our abilities. And we played with them, sometimesfor the better sometimes, against "type" for theworse...not because the rules said I was a striker or controller or whatever, so I should be doing X. But because, "This is what I want my character to do!"

This speaks entirely contrary to my idea of developing a character concept that I wish to play....unless, of course,I have no concept at all and am starting with a blank slate. But even then, I don't need the game to tell me how to play my character in combat.

If you played a cleric, you were "the healer". Most of your spells revolved around healing/curing and certainly the expectation at any table I ever played at was that the cleric was going to be busting out the healing from time to time.

This is really neither here nor there for the discussion at hand, but that statement strikes me as entirely false. (it is one we've all heard many many times, and somehow that seems to have made it fact in the communal memory. However...)

Yes, the cleric has the reputation of the "heal-bot". Have I played healer-clerics/clerics of gods of healing? Sure I have. But the idea that that was what a cleric was supposed to do is something the game community has created.

A look at the pre-3e spell list shows this to be entirely untrue. You had ONE, count 'em, one curative spell to choose at first level, "Cure Light Wounds."

Second level spells, you could "Slow Poison". Third level spells, you could Cure Disease and Cure Blindness...not hit point damage. Cure Serious Wounds was a 4th level spell!...as was Neutralize Poison.

So you had to be 7th level before you could really do any useful healing beyond stocking up/filling your first level slots with Cure Lights. And, I wager to guess that by 7th level, you were taking more damage than a single Cure Lights could really help with. Some maybe you had to hit one PC with two or three of the things and then what about everyone else in the party...or the next encounter you had?

The rest of the spell list, for all levels, was chock full o' useful protective/resistance spells, spells to boost attacks, bolster saving throws, divinations and even a few damage dealing combat-related spells.

The fact that any cleric, not specfically being role-played as a "healer", became known/expected to heal all of the time is not only narrow thinking, but practically impossible to do with the spells permitted.

The cleric was a "supporter" character, yes. An element of that support was to heal as he/she could. Yes. But he could help you survive against this or that Evil effect or magic, or fear or fire or cold, find the item or exit you were looking for, tell the party if someone was lying...and be handy in a melee when he wasn't invoking his deity.

So, no, if I was playing a cleric, I was not told, by the rules, that I was to be a healer. It was just something (albeit perhaps the most notable, aside from Turning Undead) the cleric COULD do...not a definition of the class.

It utterly boggles my mind that people think that the codification of combat roles in 4e is something new. It's been around since the guy in the front was a Fighting Man. How's that for a role?

The codification is something new (considering 4e to be "new").

Before that you were not told what/where/how your character had to be in combat. The class was not defined that way. It just made sense that the guy with the heavy armor and the most hit points would get up front. The guy who's going to be KO'd by a house cat should probably stay away from the orcs with the sharp n' pointies. And the guy who could move around the battlefield unseen and do lots of damage from behind would want to do that...but noone said this is the structure of how you must be in your battles.

Where the problem, in my mind, comes is that people insist on applying the idea of combat role to the entirety of the character. That if I'm a "striker" then that must be the single, sole thing that my character is and I can never, ever do or be anything other than a "striker".
-snip-
Why do people think that calling attention to the roles means that people have to lobotomize themselves and remove all their creativity?

Agreed. I get that. Makes sense. But it does seem to be how the codification was designed to make/push people to think...and then the entirety of the game being designed around combat encounters much moreso than exploration, problem solving and NPC interactions only served to fuel that conception/enforce that way of thinking.

Yes, yes. D&D has always had combat. Killin' things and takin' their stuff has always been fun and a large part of every game I've ever been in. We like action and adventure. Note "and adventure". The action (iow, "combat") was never the only part...and the game was not, by design, set up to be about combat...or one's Role in them.

So...yeah...Guess that's all on that. Mostly just wanted to respond the "cleric/healer" thing...Not looking or interested in debating anything else.

As I said previously, for me, no roles are necessary, please and thank you. Everyone play what/how they like...and the game developers will, no doubt, design the next edition however they perceive we will like.

Happy Friday all.
--Steel Dragons
 

D&D is a game whose mechanics are largely focused on combat. Has been for a long, long time. If the main focus of the game, ie small-unit skirmishes, is imbalanced that is a huge issue and not a benefit. Also you're either ignorant or purposefully lying again, and my bet's on purposefully lying because you've already mentioned that you're aware of Rituals and presumably Martial Practices, which are specifically out-of-combat.

I guess it's really hilarious that you rag on 4E for cutting out spells and PFFF only having SKILLS for out-of-combat stuff when 3E is the exact same if you didn't have the foresight to be a system masteried caster.

You seem to be seeking something different from this conversation and our gaming experiences. Best of luck to you.
 
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The codification is something new (considering 4e to be "new").

Before that you were not told what/where/how your character had to be in combat. The class was not defined that way. It just made sense that the guy with the heavy armor and the most hit points would get up front. The guy who's going to be KO'd by a house cat should probably stay away from the orcs with the sharp n' pointies. And the guy who could move around the battlefield unseen and do lots of damage from behind would want to do that...but noone said this is the structure of how you must be in your battles.

So where do you find the difference between what it makes sense for your class to do (because of heavy armour and high hit points) in AD&D and what it makes sense for your class to do (because of heavy armour and high hit points) in 4e? The "roles" were there, according to your description, they just weren't shouted out the same way.
 

So where do you find the difference between what it makes sense for your class to do (because of heavy armour and high hit points) in AD&D and what it makes sense for your class to do (because of heavy armour and high hit points) in 4e? The "roles" were there, according to your description, they just weren't shouted out the same way.

I know this wasn't addressed to me but I think...

The difference is that in AD&D my heavy armour and high hit point fighter could still stand back and competently shoot enemies with a bow and arrow if that's what was necessary (and sometimes it was) to succeed or how I wanted to play him...

Dictating my class as a Defender and structuring my class abilities and majority of my powers around staying close, taking a beatdown and locking enemies down dictates and narrows my role and viable gameplay options in combat within that class or archetype.
 

I like the concept of runepriests! (I'm not sure about their mechanical implementation, though - I suspect they should have been a cleric sub-class.)

I also don't mind battleminds, because they are the D&D equivalent of a class in Rolemaster Companion 3 - the Noble Warrior - which is a mentalism-using paladin variant, and I once GMed an RM game with an interesting Noble Warrior PC.

Seekers, on the other hand, don't speak to me at all.

To each their own, of course. :) I think each of these concepts fares better as a way to play a different class, rather than as a class all their own, myself.

But that difference, surely, can be at the level of fiction - just as in classic D&D much of the difference between weapons is at the level of fiction (particularly in the days before variable weapon damage).

As some of these threads turn around and around, I realise that I'm becoming more and more aware of how important differences at the level of fiction, rather than just in the mechanics, are to the way I play the game. And also that, in 4e's design, keywords are a central anchor of the fiction to the mechanics. So for the difference between Healing Word and Inpsiring Word, the difference between Divine and Martial as keywords - which signify, in mechanical terms, the different character of those abilities as story elements - is enough for me.

For me, it's not enough. There's no functional difference in the way they actually work. That's a problem for me.

It's a problem because, for me, anything that is just fiction, without a mechanical backing, is functionally empty and devoid of significance. It is a constant reminder that I am playing a game, not pretending to be a character. It makes me feel that I am numbers on a sheet rather than an imaginary character in an imaginary world. It's not specific enough. It's not significant enough. It's too empty and meaningless.

It's sort of like the atmosphere generated by that Gears of War commercial with Gary Jules in the background.

[ame=http://www.youtube.com/watch?v=ccWrbGEFgI8]gears of war (mad world) - YouTube[/ame]

It's empty and meaningless. The game isn't actually like that. The commercial is great, but it's nonsense, it has no bearing on reality. Flavor text without mechanical support is like that to me: vapid, shallow, weirdly disconnecting. When it says I am shouting at the guy on the tin, I don't expect it to do the exact same thing as someone who is channeling divine power to knit wounds. And yet...there it is.

Sure, although not everyone expects the intricacy of 4e's combat mechanics either. It's the intricacy of the mechanics that means that good play depends upon different PCs doing different things, which in turn creates the design pressure towards roles (at least, that's my take on it).

Sure, I buy it. In my mind, that's part of the problem, though: mechanics that are WAY too intricate.

But what I was trying to get to, in my comment about expectations, is that I don't expect to find "stance"-based round-by-round roles in D&D. It's true that earlier editions of the game, with looser action resolution rules for combat, have been looser in the relationship they make between class and role. But I can't think of anything in those editions that corresponds to your suggestion of taking on different roles round-to-round by adopting different "stances".

That's true. The mechanic isn't meant to evoke earlier editions as much as it is meant to dissociate the combat role from the class, thus ensuring that, when you are making your character, you are not limited by what the party "needs," and can design the character you want. Once those two are divorced, playing a "tough rogue" and a "ranged fighter" become mechanically viable as they are, rather than just empty story gloss on foreign mechanics.

Again, I'm not saying I object to it. (Burning Wheel has something a bit like it, and in a different way so does Rolemaster with its round-by-round OB/DB shifting - although these both operate only on the aggressive/defensive spectrum).

But it would, for me, mark a change in what I expect as the D&D default, which is that my PC has a certain stability in the way s/he mechanically engages the situations that the game throws up.

Yeah, for that goal, I'd just say choosing your combat role at character creation should be enough.

Of course, instead of combat role, I'd like to see a broader concept of adventure roles, encompassing adventure-level challenges rather than combat-encounter-level challenges, but that's sort of another thread.
 

I know this wasn't addressed to me but I think...

The difference is that in AD&D my heavy armour and high hit point fighter could still stand back and competently shoot enemies with a bow and arrow if that's what was necessary (and sometimes it was) to succeed or how I wanted to play him...

Dictating my class as a Defender and structuring my class abilities and majority of my powers around staying close, taking a beatdown and locking enemies down dictates and narrows my role and viable gameplay options in combat within that class or archetype.

The way I'm reading Imaro here, I think earlier editions made a set of roles available to characters by joining a particular character class. It was then up to that individual character to specify which role of that set (or roles considering some could be changed on a round-by-round or daily basis) he was gearing up for.

That said, the more character building options worked into the system (particularly 3e feats), the more some characters tended to specialize in a single role in order to pursue maximum effect in that role. 4e's restrictive roles, I think, are an extension of that development, perhaps too far for players like Imaro and me.
 

Actually you misspoke by saying sneak attack was the only way to do lots of damage in 3E. That was your initial definition of a striker mechanic, which you later amended once you were proven hilariously wrong.

The Striker can do lots of damage consistantly. The 3E paladin runs out of Smite Evil uses. The wizard runs out of spells. The 3E rogue can keep Sneak Attacking as long as he has a team and isn't fighting certain creatures. The 3E rogue has the only class feature that compares to 4E strikers in a meaningful way.

Even if we discard that initial careless definition, lots of abilities in 3E can be considered generally analagous to "striker" mechanics. You admitted that with the line about wizards, druids, etc stepping on the toes of all the other roles.

In my humble opinion your actions were similar to those of an someone who is being an asshat. You can take my in my humble opinion comments with a big old grain of salt, in my humble opinion.

Mod note: That's more than enough of that, thanks very much. ~Umbran

Keep moving the goalpost if it makes you feel better, i guess, but keep in mind how bad it makes you look to anyone paying attention.

And keep twisting my words if it makes you feel better.

The expectations aren't ridiculous. They come from what the game was able to do before the most recent edition change. Expecting what you like about the game to remain intact is hardly a ridiculous expectation.

The only concrete expectation given, so far, was a paladin striker. The 3E "paladin striker" example was more equivalent to a 4E paladin that chooses class features and feats that focus on dealing more damage. You still end up with marking, but what's the real difference between 3E and 4E here? In 3E since you were up front dishing damage, the creatures you attacked were most likely going to attack you back. Now in 4E they have more incentive to attack you instead of your buddy who's come to the front to help and if they do decide to take the penalty and actually hit him you get to dish out more damage. How terrible!

Classes are contained within conceptual archetypes rather than mechanics because that's how we think of them. "Ranger" isn't about the particular mechanics the class has (like favored enemy or two-weapon fighting), it's about the particular feel those mechanics generate (an agile wilderness warrior!).

I'd buy this argument about conceptual archetypes if people were able to more easily step outside the box and see 'agile wilderness warrior' in more classes than just the one labelled Ranger. Instead it seems that people are unable to think outside the box and pigeonhole the class themselves because it's labelled Ranger.

This is because when we first approach an RPG, we don't approach it saying, "I want to maximize my attack rolls with my bow, so I'm going to be a ranger!", we say, "I want to be like Robin Hood, so I'm going to pick the ranger!" If my character isn't like Robin Hood, I don't want to be a ranger. I'm not going to pick the Ranger class if I'm interested in being a cultured, urbane mercenary for hire, even if my cultured, urbane mercenary for hire still wants to maximize his attack rolls with his bow.

And that's a problem. Like I said, in 3E I played a big-city noble-born character that was a Barbarian/Sorcerer. It's not the game's fault if people can't mold fluff material to their liking.

Or how about the rogue that specialized in surveillance and espionage, not breaking and entering? The fighter that shunned armor and went to finesse? The mage that focused on buffs not blasting? They existed, all of them, but is it easy to do now? Not really; possible, but highly improbable.

Not improbable. Existing without need for multiclassing, hybridization, or feats. The answers to your specific questions are: Rogue. Ranger or Rogue. Artificer.

That's my point, I don't WANT to be told what I should do. Regardless.

Luckily 4E doesn't tell me what to do either.

I prefer people to think outside of the box....

Me too. That's kind of my whole argument on demanding one's concept to be forced upon a class while ignoring others that will fit the concept better.

The idea that a fighter is a tank made only to suck up damage or a ranger is a DPS (what ever the #*$8 that means in D&D since seconds aren't used as far as I know) is MUD/MMO thinking.

It's usually spoken of as DPR. The terminology may have come from computer games, but the original concept was stolen by them from the way people tended to play TTRPGs.

It goes beyond what I believe an RPG is supposed to do and moved the RPG back into the realm of combat simulation. Combat is not a required element of play even though it is the one most often associated with D&D. If a player associated fighter with tank then the player is more apt to ignore the RP part and go just in for the combat (third wheel mentality). Again, this isn't a given, but is more likely to happen rather than not. Yes, I'm sure you don't do it and none of your friends or anyone else you know has, that's great, but it happens, I've seen it, I loathe it.

I've seen it too. In every edition of D&D from OD&D to 4E. IME it's the group, not the game.

"Casting spells" is not what 4e means by role. At all. There's "dealing damage really well" and "healing people" and "controlling the battlefield" with casting spells. Those are defined as "roles" in 4e. Casting a spell is just a means to an end.

FYI - casting spells is not a requirement of controlling the battlefield.

So, in 4e, my paladin has to have the "takes damage really well" role, whether or not I'd rather be a "dealing damage really well" paladin. It's not about spell vs melee vs skills, and it's not about class features. It's about the play style that is hard-coded and baked into the classes. D&D has always had this, but it's been more broad in the past. A Fighter wasn't always a "takes damage really well" type of guy. Now he has to be.

Yes, the Weaponmaster Fighter (capital F) must be that guy, but there are other fighters available to you that don't have to be that guy. Why would you insist to play a Weaponmaster Fighter if that's not what you want to play? Why would you eschew other fighting classes that match what you want?

Some people in this thread like the feel of broad archetype classes. The Fighter can represent of lot of different things: ranged, reach, sword and shield, two-handed, two-weapons, etc. The class "Fighter" is just the D&D archetype for "warrior" to me, for example. With this in mind, by narrowing the Fighter down to fulfilling one role very well (and other roles workably), you really take a bite out of the concepts that will fit into "warrior". I may envision my archer warrior as a light-on-his-feet kind of guy. I don't want to wear plate, I want to wear light armor.

If they had made Rogue, Ranger and Warlord builds under Fighter so he could fulfill all four roles [Ranger has a Controller build] would that have been more to your liking?

They gave me defined abilities and skills for my class. They did not tell me how my class was supposed to act. We know the archetypes of the class. We know the strengths and weaknesses of our abilities. And we played with them, sometimesfor the better sometimes, against "type" for theworse...not because the rules said I was a striker or controller or whatever, so I should be doing X. But because, "This is what I want my character to do!"

That's what we do when we play 4E, so I'm not sure WotC's mind control lasers are as honed as you imagine.

Yes, the cleric has the reputation of the "heal-bot". Have I played healer-clerics/clerics of gods of healing? Sure I have. But the idea that that was what a cleric was supposed to do is something the game community has created.

So, no, if I was playing a cleric, I was not told, by the rules, that I was to be a healer. It was just something (albeit perhaps the most notable, aside from Turning Undead) the cleric COULD do...not a definition of the class.

By some people's comments, 3E certainly seemed to tell you this was your job by allowing all clerics to freely swap prepared spells for healing spells. But I don't believe the 4E roles tell you how to play, so I certainly don't believe 3E cleric abilities told you how to play.

Before that you were not told what/where/how your character had to be in combat. The class was not defined that way. It just made sense that the guy with the heavy armor and the most hit points would get up front. The guy who's going to be KO'd by a house cat should probably stay away from the orcs with the sharp n' pointies. And the guy who could move around the battlefield unseen and do lots of damage from behind would want to do that...but noone said this is the structure of how you must be in your battles.

No one is saying that now. The designers are telling you what toolset they used to design the character. Instead of having to infer what your character is desinged for they instead called it out. Its a matter of transparency, not forcing anyone to play a character a certain way.

Agreed. I get that. Makes sense. But it does seem to be how the codification was designed to make/push people to think...and then the entirety of the game being designed around combat encounters much moreso than exploration, problem solving and NPC interactions only served to fuel that conception/enforce that way of thinking.

I do agree that exploration has seen a diminishing spotlight since the start of 3E. Problem solving by its very nature challenges the player instead of the character. This started eroded late in 1E with the introduction of non-weapon proficiencies.

But, I believe that 3E complex task resolution (or whatever it was called) and 4E skill challenge rules were an honest attempt to revitalize problem solving and NPC interactions without discarding the skill system. The concept was good, but it needs alot more work.

Yes, yes. D&D has always had combat. Killin' things and takin' their stuff has always been fun and a large part of every game I've ever been in. We like action and adventure. Note "and adventure". The action (iow, "combat") was never the only part...and the game was not, by design, set up to be about combat...or one's Role in them.

The designers have been working on creating more options for non-combat applications. There are utility powers driven by skills, etc. I still think non-combat situations are too broad a spectrum to define and any system that tried to codify non-combat roles for D&D would fail. I don't think it's a coincidence that the four roles of 4E coincide with the four main classes of D&D. Comabt is easier to codify and make solid rules for. Non-combat is too wide open and can only really benefit from advice. I think the 4E DMG is the best D&D guide since the 1E DMG for this advice.

The difference is that in AD&D my heavy armour and high hit point fighter could still stand back and competently shoot enemies with a bow and arrow if that's what was necessary (and sometimes it was) to succeed or how I wanted to play him...

He most likely did it less effectively though. Just like a 4E Fighter. This can and often does happen in my games all the time. Sometimes the best course of action isn't what your character is best at doing. The shooting a bow example (or throwing a javelin) is one. Another was the front-line fighter taking an action to tend to the wounds of the dropped leader. He was best at attacking, not even trained in Heal, but he dtermined that his best course of action to survive was to attempt to revive the fallen leader. He was right. That choice was the turning point of a seeming TPK.

Dictating my class as a Defender and structuring my class abilities and majority of my powers around staying close, taking a beatdown and locking enemies down dictates and narrows my role and viable gameplay options in combat within that class or archetype.

This is where some of us talk about trade-offs. You can do other things, just not as effectively (similar to the bow-using 1E Fighter - unless he was lucky enough to have high Str and Dex). If you want to be more effective at both, then you need to make trade-offs.

It's a problem because, for me, anything that is just fiction, without a mechanical backing, is functionally empty and devoid of significance. It is a constant reminder that I am playing a game, not pretending to be a character. It makes me feel that I am numbers on a sheet rather than an imaginary character in an imaginary world. It's not specific enough. It's not significant enough. It's too empty and meaningless.

I'm not sure I understand. Fluff without rules is a constant reminder that you're playing a game? Fluff without rules makes you feel like you're not pretending to be a character? Fluff without rules makes you feel like you are numbers on a sheet? Is that what you're saying?

I think back to 1E when the Fighter was basically a decreasing THACO and the only real difference mechanically between two fighters was their stats, armor they could afford, and weapon choice. Yet we still imagined our characters as saracens, bodyguards, barbarians (before the class actually existed), etc.

Of course, instead of combat role, I'd like to see a broader concept of adventure roles, encompassing adventure-level challenges rather than combat-encounter-level challenges, but that's sort of another thread.

I would be higly interested in seeing this too. But who's going to be the company that risks entering uncharted territory?
 
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It seems the current design team disagrees with my opinion:

Rule of Three 11-14-11 said:
In the last Rule of Three, you talked a little about roles existing in earlier editions but being codified in 4E. How do you think having these roles has affected the game? Is there anything you would change or anything you've learned from this design choice?

Well, the first thing I think we've gained from codifying roles is that party construction is streamlined quite a bit. In previous editions, if a player said he was playing a bard, a warlock, a bow ranger, or a monk, you weren't quite sure what that meant for the party mix. Did you still need a front-line fighter in the party, or would the monk take care of that? Was the bard enough of a healer to see you through, or did you still need a cleric? Could the warlock really replace a wizard, or not? In fact, some class choices could actually result in characters that totally failed to do what other players expected them to do. For example, in 2E, you could build a specialty priest with no real ability to throw out the heals other players might count on. (I personally like the fact that the leader role diminishes the specific need for a cleric; some players want to play healing or support characters that don't come with the story assumptions of the cleric, such as allegiance to temples or patron deities. Players who want to run healers have a wealth of viable archetypes to explore in 4th Edition.)

As far as lessons learned, I think we've learned quite a bit about the striker role. I mentioned last week that the striker was essentially new to D&D in 4th Edition. It came into existence as we were casting about for some understanding of what the thief, the monk, or the light-armor ranger was supposed to do in combat. Clearly they weren't as tough as heavily armored fighters, but what were they gaining in return? In 4th Edition, we answered that question by setting them up as high damage/low defense, as compared to the defender's high defense/low damage. That definitely made it cool and powerful to be a rogue or ranger—perhaps a little too cool and powerful. The primary functions of the leader, defender, and controller revolve around damage mitigation … and the best damage mitigation of all is killing stuff before it attacks you. Moreover, the striker is an essentially selfish role. Your only concern is to maximize your own fun, and in a smart, well-played party, everyone else should be trying to maximize your fun, too. 4th Edition is, for better or worse, a striker's game.

One more lesson learned: It's harder to customize a character or play against type when the class is built to serve a specific role. If you want to build a wizard who behaves like a striker by putting out a ton of damage on a single target, you can't really do it; you need to build a warlock instead. Similarly, if you want to build an axe-throwing fighter, you'll find that the fighter offers darned few ranged weapon powers; it's hard to make the fighter into a character who fights well at range. You have to create that character by figuring out which class makes that concept work (slayer or ranger, perhaps) and call yourself an axe fighter while using the chassis provided by a class in the "proper" role. Role insulation helps to guide players into building effective characters, but it also limits creativity. It'd be nice to give players more control over which role their characters were filling, or even if they were filling a role at all.
 

Into the Woods

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