Mages need not have to heal to be Leaders, they just need to be buff orientated which they are quite capable of doing.Rechan said:Your mages can heal?
It's not a matter of limiting play. It's a matter of having fun and feeling worthwhile as the class you chose. You do lose something with this gain.Vlos said:Today I could design a Mage to be a Striker type, no?
Or even Leader?
A Rogue could have leadership quality, abilties.
Again they should be separate from Class...
They are forcing specific molds onto characters, thus limiting play.
I don't think so. The designers said one of their core design rules for 4e was "never punish someone for doing their role." They've also said the classes were all given abilities which make them better at their specific role.GreatLemur said:I suspect we might be making too big a deal out of the whole "role" thing. It wouldn't be unreasonable to propose that the 4e classes will be just as adaptable to different roles through feats, equipment, and smart play as their 3e equivalents. The emphasis on roles may turn out to be more of a guide for new players than a limitation for experienced ones.
I think the point is that those classes in Role X do it better. Here, let me give you an example from one of the playtests.Exen Trik said:Mages need not have to heal to be Leaders, they just need to be buff orientated which they are quite capable of doing.
The character with the ability in question is playing a Warlord/Wizard, by the way, and I fully suspect that the Warlord gets the ability to give everyone +2 saves. I'm willing to bet that the Wizard COULD do this but he'd have to be higher level, or spend a much more significant resource to do so.Before we begin play, another player is giving Rich grief about one of Rich’s character’s abilities that grants the rest of us a blanket +2 to saves; it just ain’t sexy. Rich says something like, “I don’t know, I doubt I’ll use it that much, but who knows, maybe everyone in the party will get entangled.”
Sure enough, not 10 minutes later this fire-crazed flame priest has entangled half the party with fire snakes! Rich throws up his +2 to saves and, voila, at least two of us get free immediately. I guess that power isn’t so corner case after all.
Except that there will be multiple classes per role. See: Paladin vs Fighter, see Warlord vs Cleric.What I think people having a problem with is the One Class = One Role approach would tend to pidgeonhole certain characters around certain styles of play, regardless of whether it was part of the concept or not. True, you can act any way you want, but who wants to waste potential usefulness?
Except the impression I got is that this is not the case. In 3e, a wizard/fighter is a subpar wizard and a subpar fighter. In 4e it has been said that a multiclassed character will be effective for their level, they will merely have fewer options. As it was said in the podcast "Any class, any combo will work."And what about multiclassing? What is the role of my fighter/cleric/rogue in combat? I'd much rather be able to bring those class levels together around being a striker, instead of being a bit of defender, a bit of leader, and a bit of striker.
GreatLemur said:I suspect we might be making too big a deal out of the whole "role" thing. It wouldn't be unreasonable to propose that the 4e classes will be just as adaptable to different roles through feats, equipment, and smart play as their 3e equivalents. The emphasis on roles may turn out to be more of a guide for new players than a limitation for experienced ones.
Majoru Oakheart said:Now, in 4e, if you want to be a tank type, you play a Paladin or Fighter. You want to play a Healer type, you play a Cleric.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.