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<blockquote data-quote="Hussar" data-source="post: 5735757" data-attributes="member: 22779"><p>See, that's only true if you presume two things:</p><p></p><p>1. Combat role specialization is so laser beam focused that it cannot allow for any other choices.</p><p></p><p>2. Characters who do not laser beam focus cannot operate within the game.</p><p></p><p>To me, neither of these are true. For one, the class powers are broad enough that while a character might be a defender or a striker, there is a LOT of overlap between the roles. For a second, the math is not so tightly wound that a single plus will gimp your character.</p><p></p><p>I know that people talk about Weapon Mastery feats as being a big deal. But, to me, a +3 spread over thirty levels is not a big deal. The difference between one character with the +3 and one without will not matter in the larger scheme of things. There are just too many other factors for a small bonus like this to make a dramatic difference.</p><p></p><p>The problem is, people want class to matter. Class is just a handy shorthand for getting whatever character you want. At least it has been since 3e when so many more character building options were added. Being a "fighter" doesn't really mean anything. It's just a mechanical shorthand for someone who gets lots of hit points and can use the big weapons and doesn't get access to spells.</p><p></p><p>Class =/= archetype. And, outside of a few classes like the paladin, never really did. My thief could fill a broad range of archetypes. Look at the 2e Complete Thief's Handbook for about two dozen different thief archetypes we can build with just a Thief class. Same for any other class as well.</p><p></p><p>If you want someone who can switch between melee and ranged and does good damage, take a striker with certain builds. Decide what you want to do, then pick the class that fits that concept. It's a bit backwards from what went on before where we generally picked a class and then altered the class to fit a concept.</p><p></p><p>But the end result is largely the same.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5735757, member: 22779"] See, that's only true if you presume two things: 1. Combat role specialization is so laser beam focused that it cannot allow for any other choices. 2. Characters who do not laser beam focus cannot operate within the game. To me, neither of these are true. For one, the class powers are broad enough that while a character might be a defender or a striker, there is a LOT of overlap between the roles. For a second, the math is not so tightly wound that a single plus will gimp your character. I know that people talk about Weapon Mastery feats as being a big deal. But, to me, a +3 spread over thirty levels is not a big deal. The difference between one character with the +3 and one without will not matter in the larger scheme of things. There are just too many other factors for a small bonus like this to make a dramatic difference. The problem is, people want class to matter. Class is just a handy shorthand for getting whatever character you want. At least it has been since 3e when so many more character building options were added. Being a "fighter" doesn't really mean anything. It's just a mechanical shorthand for someone who gets lots of hit points and can use the big weapons and doesn't get access to spells. Class =/= archetype. And, outside of a few classes like the paladin, never really did. My thief could fill a broad range of archetypes. Look at the 2e Complete Thief's Handbook for about two dozen different thief archetypes we can build with just a Thief class. Same for any other class as well. If you want someone who can switch between melee and ranged and does good damage, take a striker with certain builds. Decide what you want to do, then pick the class that fits that concept. It's a bit backwards from what went on before where we generally picked a class and then altered the class to fit a concept. But the end result is largely the same. [/QUOTE]
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