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Rule of Three 14 NOV 2011...
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<blockquote data-quote="Doctor Proctor" data-source="post: 5730607" data-attributes="member: 78547"><p>The problem with this is that, honestly, it all sounds the same... Wizards can do single target striker damage, just like a Ranger. Rogues are going to have basically the same AC as a heavy armor Fighter or Paladin. Everyone has access to the same skills, which means we're going to see a lot of overlap. What's the point?</p><p> </p><p>If every class has viable melee and ranged options, can do striker damage some of the time, and often times have AoE ranged attacks, equivalent armor and access to every skill (You are aware of backgrounds, right? That's how you get Arcana on a Fighter...) out of the gate, then where's the differentiation? When someone says "I want to play a lightly armor wearing guy with close and ranged attacks, capable of dishing out decent damage", what class do you suggest? All of them???</p><p> </p><p>I think that, yes, they need to tighted up the system a bit in a future release, but that the role system overall is a good one. When someone plays a Wizard, they're typically not looking for a character who can get in close and survive in the thick of things. And if they are? Well, I would suggest a Sorcerer or a Warlock, since they can still be blasty or controllery, but have a better ability to survive in the thick of things.</p><p> </p><p>Or if they wanted to play the Fighter that defends the whole party from their enemies, but also uses a bow to fight at range, then I would just direct them to a Heavy Blade/Bow wielding Fighter going STR/DEX. Yes, they can only use RBA's, but you can't be good at <em>everything</em>... The Fighter sacrifices some ranged power in that build for inceased ability to control monsters and act as a Defender. This differentiates him from a balanced Ranger that can operate at range or in melee. That guy will have superior ranged skills, but less capability to defend the party.</p><p> </p><p>Tossing out the whole thing and making everyone very similar in feel just waters down the game. It becomes a game about of group of generalists, rather than a group of specialists...the latter of which is a lot more interesting when it clicks. When all of the roles come together in a well executed encounter, you can really see why there are all these little differences and how they impact each other. If everyone is the same though, it's just gonna be a slog fest to see who can roll the highest numbers on the die...</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 5730607, member: 78547"] The problem with this is that, honestly, it all sounds the same... Wizards can do single target striker damage, just like a Ranger. Rogues are going to have basically the same AC as a heavy armor Fighter or Paladin. Everyone has access to the same skills, which means we're going to see a lot of overlap. What's the point? If every class has viable melee and ranged options, can do striker damage some of the time, and often times have AoE ranged attacks, equivalent armor and access to every skill (You are aware of backgrounds, right? That's how you get Arcana on a Fighter...) out of the gate, then where's the differentiation? When someone says "I want to play a lightly armor wearing guy with close and ranged attacks, capable of dishing out decent damage", what class do you suggest? All of them??? I think that, yes, they need to tighted up the system a bit in a future release, but that the role system overall is a good one. When someone plays a Wizard, they're typically not looking for a character who can get in close and survive in the thick of things. And if they are? Well, I would suggest a Sorcerer or a Warlock, since they can still be blasty or controllery, but have a better ability to survive in the thick of things. Or if they wanted to play the Fighter that defends the whole party from their enemies, but also uses a bow to fight at range, then I would just direct them to a Heavy Blade/Bow wielding Fighter going STR/DEX. Yes, they can only use RBA's, but you can't be good at [I]everything[/I]... The Fighter sacrifices some ranged power in that build for inceased ability to control monsters and act as a Defender. This differentiates him from a balanced Ranger that can operate at range or in melee. That guy will have superior ranged skills, but less capability to defend the party. Tossing out the whole thing and making everyone very similar in feel just waters down the game. It becomes a game about of group of generalists, rather than a group of specialists...the latter of which is a lot more interesting when it clicks. When all of the roles come together in a well executed encounter, you can really see why there are all these little differences and how they impact each other. If everyone is the same though, it's just gonna be a slog fest to see who can roll the highest numbers on the die... [/QUOTE]
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