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<blockquote data-quote="Remathilis" data-source="post: 5259254" data-attributes="member: 7635"><p>Ok, lets start with the obvious answer: Duh!</p><p></p><p>However, role-playing is a bit of a easy-out answer. For example...</p><p></p><p>Why have 25+ classes? Why not have four: Defender, Striker, Leader, Controller?</p><p></p><p>Why not have one "defender" class, and allow ME to decide if his marks work through arcane insight, martial prowess, or divine wrath? I can pretend my "defender" is a battle-heartened mercenary captain, a crusading champion of goodness from the City of Greyhawk, or heir to 1,000 years of study into the mind and its inner mysteries, right? Similarly, a "Controller" class could be done and allow ME to decide if I'm using divine light, arcane bolts, mind bullets, or the siphoned power of a demonic lord to fuel my 1d6+Stat and Stun power, right?</p><p></p><p>Heck, by that logic, why don't powers serve a unitary function? Since its all "roleplaying" why don't I just name all my powers and describe their function? Why call a power "Tide of Iron" when I could be using a shield, a wall of force, the power of Spirit Bear, or a really cleverly placed bananna peal to make my foe stumble backwards. Just call it "slde back" and be done.</p><p></p><p>...</p><p></p><p>Of course, that's not how D&D has EVER worked. Role-playing is great for describing your PC, who they are, what they think etc, but its NEVER replaced the need to diverse character classes that model your character mechanically. Its the reason even OD&D didn't make one supplement without introducing the Thief and Druid class. </p><p></p><p>Is it too much to ask that not all characters use these cookie-cutter options and rely on the player to make them special snowflakes? Judging from PHB3 and Essentials, I think I know WotC's answer... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Remathilis, post: 5259254, member: 7635"] Ok, lets start with the obvious answer: Duh! However, role-playing is a bit of a easy-out answer. For example... Why have 25+ classes? Why not have four: Defender, Striker, Leader, Controller? Why not have one "defender" class, and allow ME to decide if his marks work through arcane insight, martial prowess, or divine wrath? I can pretend my "defender" is a battle-heartened mercenary captain, a crusading champion of goodness from the City of Greyhawk, or heir to 1,000 years of study into the mind and its inner mysteries, right? Similarly, a "Controller" class could be done and allow ME to decide if I'm using divine light, arcane bolts, mind bullets, or the siphoned power of a demonic lord to fuel my 1d6+Stat and Stun power, right? Heck, by that logic, why don't powers serve a unitary function? Since its all "roleplaying" why don't I just name all my powers and describe their function? Why call a power "Tide of Iron" when I could be using a shield, a wall of force, the power of Spirit Bear, or a really cleverly placed bananna peal to make my foe stumble backwards. Just call it "slde back" and be done. ... Of course, that's not how D&D has EVER worked. Role-playing is great for describing your PC, who they are, what they think etc, but its NEVER replaced the need to diverse character classes that model your character mechanically. Its the reason even OD&D didn't make one supplement without introducing the Thief and Druid class. Is it too much to ask that not all characters use these cookie-cutter options and rely on the player to make them special snowflakes? Judging from PHB3 and Essentials, I think I know WotC's answer... ;) [/QUOTE]
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