This is AD&D 2nd ed. It is (at least in my view) a major departure from 1st ed AD&D. I think it is also the prelude to 3E CoDzilla.AD&D also had a broader role for priests
This is AD&D 2nd ed. It is (at least in my view) a major departure from 1st ed AD&D. I think it is also the prelude to 3E CoDzilla.AD&D also had a broader role for priests
Interesting parsing of the topic.WI 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.
But...if the roles have always been there, and the only change was that in 4e they were just explicitly called out (and they weren't mechanically enforced)... that begs the question why one of the authors of the 4e PHB felt it necessary to point out that the design and design philosophy behind the classes was different from every edition before...
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.
The design was a common class structure - different from every edition before - and the design philosophy included the classes being balanced as a high priority (likewise).But...if the roles have always been there, and the only change was that in 4e they were just explicitly called out (and they weren't mechanically enforced)... that begs the question why one of the authors of the 4e PHB felt it necessary to point out that the design and design philosophy behind the classes was different from every edition before...
Say you have 4 Human Fighters in your party. One has the soldier background, one has Criminal, one has Acolyte, the last has Folk Hero. Same race, same class, 4 very different "Roles" based on their backgrounds. Add in Feats, skill proficiencies and alignments and the math gets ridiculous as far as options.
Its actually pretty cool to see IMO.
Let me add a follow up to my point earlier. In Basic D&D, the same class (a fighter) could be (and was, depending on how the player wanted to play him or her)
* Strength based. The brutal warrior who focused on doing as much damage as possible
* Dex based. Either the heavy armor&shield type to be as hard to hit as possible, whose role was to be on the front line taking the brunt of the attacks.
* Dex based. Ranged weapons. The bow or javalin. Hit and run fighter
* Con based. Has as many HP as you could get to extend your survivability.
Or you could play a cleric that also fit all of the above if you wanted, in addition to a healer, protector, smiter, etc. I don't think there is any need to talk about how a MU could focus on damage dealing spells, or utility spells, or control spells, etc, etc--filling any number of roles that could change literally every day.
This allowed classes to take on these "roles" you associate with different modern classes. <snip> Everyone got better at the same rate when they hit level 4.
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. Because like the thief in early D&D, your role wasn't combat focused for one. You still had just as much importance to the group as anyone else overall, so placing the value on combat seems to short change yourself, because D&D is sooo much more than combat.
To me, roles are based more on archetypes you want to play. And in Basic, the roles are very basic (no pun intended) and loose. Nothing so narrowly defined as striker, controller, healer, etc. It was "magic user" and "fighter" and "thief" and "cleric" because each of those classes could do one of several different roles, depending on you choose to play them. Not something automatically predetermined when you choose the class.
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.)
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.
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.
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.
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!
Um, no, not really. If you have a charmed NPC, how does that count as control vs any other encounter? It's not summoning because you didn't summon anything. You were dependent on a charmable creature being there. And once the charming has happened, you're not doing any sort of control for any other encounter thereafter. You simply have an extra body to help you out, in a myriad of ways. You're not actually prohibiting or forcing (key requirements of controlling) the enemies in any way. All you're doing is giving them another target to hit (if they choose), and another body to attack them. That is not control. You're bending over pretty far to try to get these scenarios to fit your definitions, but they don't. Control means just that. If you're not impacting the enemy or the environment in any way, shape, or form, that isn't control.
I'm beginning to think you haven't even been around in the 70s and early 80s, nor actually read any of those magazines. They quite clearly, and sometimes explicitly, say that magic users were modeled after literary wizards, including Gandalf and Merlin. Heck, in the early Dragon issues, there was even a flamewar (as well as one can be with snail mail in the letters section) about just what level Gandalf was as a magic user. I have literally never seen a Dragon article or supplement that put Gandalf's primary class as a cleric. Christ, Gandalf was a wizard, which is a title for a magic user once 11th level is reached, not a cleric.
The design was a common class structure - different from every edition before - and the design philosophy included the classes being balanced as a high priority (likewise).
The idea that the classes would each contribute something different to the success of the party - roles - was nothing new, it was just more clearly and formally stated, more refined, more focused on combat performance, and better implemented.
But, 4e roles were /certainly/ mechanically supported - mostly by class features. They just weren't straightjackets, since classes tended to have a secondary role, and builds might be customized to emphasize an alternate role.

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