When I talk about roles in D&D, I'm talking about the entire game. If 4e changed that to mean that roles only mattered in combat, then that's a HUGE disservice to the game.
When the 4e rulebooks talk about role, they are talking about the fact that "Each character class specializes in one of four basic functions in combat: control and area offense, defense, healing and support, and focused offense" (PHB p 15).
In other words, "role" in 4e is a technical term to describe a class's default, mechanically supported combat function. It is not synonymous with your usage.
That doesn't mean characters in 4e don't do other things; just that the designers didn't think it was helpful to call out these other functions, in part because they are not associated in a default way with character class. (4e uses a very loose and open approach to non-combat resolution.)
Guess what the most common spell was that MUs cast? Charm Person.
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And that's something that you and others for some weird reason insist on forgetting or ignoring. You say a MU is artillery (glass cannon) as the role in Basic. Flat out wrong, especially at low levels. The MU was simply a role you played if you wanted to be a wizardy type PC like Gandalf, Merlin, Sheebla, etc.
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the most common spell memorized (charm person) didn't even fit into that area denial aspect that control magic does. It was "charm one guy, and use him as a meat shield for the rest of the adventure until you finish, or he dies."
I've mentioned Charm Person multiple times upthread. And it absolutely counts as control: it combines powerful anti-personnel with summoning.
As was well discussed in the magazines of the time, you also didn't play a magic-user to play a Gandalf-like character. Gandalf was more often modelled as a cleric (in part because he was strong in melee, in part because his magic was mainly supportive/restorative rather than artillery). To get the divinatory abilities of Merlin you also have to play a cleric.
5E isn't like AD&D at all? In 5E, withdrawing requires the Disengage action (which halves your speed compared to Dash, the closest analogue to an AD&D move action) or else you eat an opportunity attack. That's quite similar to AD&D, the difference being that now an opportunity attack is tied into the action economy (takes your reaction) and doesn't allow multi-attack.
After you Disengage you can then move. That is a move-and-a-half, making it hard for enemies to follow. That is very different from AD&D, where you cannot move further then your speed,
and if you do so you eat a rear-attack attack sequence.
I think he is speaking to a wider picture of "roles" as opposed to a singular detail of one class...which honestly still isn't very sticky in the bigger picture unless the terrain or luck is helping the fighter out... the fighter's opposition if already engaged with another target is free to continue attacking said target in AD&D witgh no immediate reprecussions (no way to mitigate him continuing to attack the squishy)... the fighter's opposition can just move around him and attack someone else
In AD&D melee targetting is randomly determined. So if a fighter injects him-/herself into a melee, s/he can reduce the chance of a "squishy" in melee being attacked.
Also, by forming a front line fighters can draw enemies who come within 10' into melee.
AD&D melee is actually very sticky.
Also when it comes to stickiness in AD&D how do you view the "Falling Back" and "Parry" maneuver
The parry manoeuvre gives an extremely modest AC bonus (equal to the STR bonus to hit). If you are referring to a 2nd ed AD&D option then I'm not familiar with that - I'm talking about Gygax's AD&D.
As for fighting withdrawal, it is at half speed and permits an opponent to follow.
What does this have to do with 5e roles again??
I'm responding to posts that were made. The AD&D "parry" manoeuvre doesn't have anything directly to do with 5e either, but you talked about that!
if you want to argue with the community about what is and is not popular, then you need a view broad enough to perceive them.
I don't, really, and particularly not in this thread, which is about the mechanical structure of systems and the consequences of that structure, not about who buys what.
The way 4E feels does a very poor job of delivering the experience I want.
The way AD&D worked did a very good job of delivering the experience I want.
5E reflects AD&D well in a way the 4E does only very poorly.
That doesn't tell me whether or not any of these games has classes that have default functions resting on the intersection of mechanics and fiction, though.
I'm guessing you wouldn't like the feel of Tunnels & Trolls, but it definitely doesn't have roles in the 4e sense.
It is almost a game to find Gygax quotes that support any given position.
Then by all means show me the passages from his AD&D rulebooks that explain how classes in that game have no default approach to play.
I played AD&D for years and never sat there thinking about melee being sticky. Remember, we have had numerous conversations about how I'm not a "gamist" guy. I was using AD&D to tell stories and it WORKED.
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Comments about the origins of AD&D provide little insight into how the game was actually enjoyed by the masses.
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comments about how Gygax famously opinionated evaluations of "correct" play don't fit within the context of why vast numbers of people enjoyed the games in ways that contradicted these statements.
I haven't made any comments about the origins of AD&D. I've quoted the sections in the rulebook about creating characters, which correspond (in location in the book, in teaching function) to the section on roles in the 4e PHB.
Is your point is that people ignored the AD&D rules - be they the rules on advancement, or the melee rules about movement and targetting, etc, perhaps the rules about action resolution altogether (in my experience the latter was quite common in 2nd ed AD&D play) - and thereby didn't experience roles? That may be true. And I think 4e has features that would make it less appealing to players who want to ignore the rules - in that respect it is in the tradition of early games like RuneQuest or more modern "indie" games.