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Very first thoughts after reading 4e PHB
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<blockquote data-quote="drachasor" data-source="post: 4323586" data-attributes="member: 55655"><p>How could no one notice that? Was the Paladin not marking his main target? Their powers are decently distinct, though there are some overlaps.</p><p></p><p></p><p></p><p>Seems like a biased test for one. I am surprised some of them weren't easy to figure out. Naturally they would be some overlaps between 3 melee characters though. What do you expect?</p><p></p><p>As for you wizard who likes unorthodox tactics, have you looked at the section in the DMG on that? It provides a framework (that is easily expandable) for letting players be creative. Naturally some of the tricks will be different and more focused on the current environment, but that's good for the game, keeps things less stale.</p><p></p><p>I have to wonder about your group if they feel so constrained about "party roles" too. As others have said, such roles were always there. The Fighter/Paladin/etc is supposed to take more hits than the others. Now he has some abilities to help make sure that happens. A well-built rogue has always been a good damage dealer against a single target. Clerics always healed and buffed everyone else. The wizard was excellent at going to a horde of small guys at once. (Naturally I am focusing on the basic core of the last two classes, as they could get very broken in 3E). In what way to they feel constrained? The game even lets each class play a bit with the roles of other classes, and multi-classing allows this too. To be wholly honest, I wonder how good their sense of teamwork is if this idea constrains them. Can you elaborate on this more?</p></blockquote><p></p>
[QUOTE="drachasor, post: 4323586, member: 55655"] How could no one notice that? Was the Paladin not marking his main target? Their powers are decently distinct, though there are some overlaps. Seems like a biased test for one. I am surprised some of them weren't easy to figure out. Naturally they would be some overlaps between 3 melee characters though. What do you expect? As for you wizard who likes unorthodox tactics, have you looked at the section in the DMG on that? It provides a framework (that is easily expandable) for letting players be creative. Naturally some of the tricks will be different and more focused on the current environment, but that's good for the game, keeps things less stale. I have to wonder about your group if they feel so constrained about "party roles" too. As others have said, such roles were always there. The Fighter/Paladin/etc is supposed to take more hits than the others. Now he has some abilities to help make sure that happens. A well-built rogue has always been a good damage dealer against a single target. Clerics always healed and buffed everyone else. The wizard was excellent at going to a horde of small guys at once. (Naturally I am focusing on the basic core of the last two classes, as they could get very broken in 3E). In what way to they feel constrained? The game even lets each class play a bit with the roles of other classes, and multi-classing allows this too. To be wholly honest, I wonder how good their sense of teamwork is if this idea constrains them. Can you elaborate on this more? [/QUOTE]
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