AllisterH said:
Wait. How is this "defined party roles" not a D&Dism? Try running a 1E adventure without a cleric and see how far you get. Try running a 2E adventure without a frontline fighter and see if it doesn't result in a TPK. In 3.x, all adventures after a certain level *ASSUME* you have a mage of that level.
Why is this considered a WoW feature?
In WoW, there are multiple ways to play the game. You can solo, explore and do quests on your own. You can play multiplayer, grouping with friends to do the same or do 'instances' where you explore a difficult area or dungeon. And there's also PvP, where you fight players from the other faction. One of the things that makes WoW so successful is that you can bounce between these pretty easily.
The defined roles comes from the multiplayer. You often use very different skills, or even different gear, playing much differently than when you are going it alone. There are clearly defined roles. As mentioned, tactics in WoW rely on threat. This is a measure of how ticked off a monster is at you, governs who they will attack. Where they are attacked from is of much less importance. There's no flanking, attacks of opportunity, or other position based tactics.
So you have several roles.
Tanks are tough characters that are good at generating threat and taking punishment. The warriors are the best at this, with high hit points, lots of armor, and special abilities to generate extra threat, though paladins and properly specced Druids can do in a pinch.
DPS stands for damage per second, and these are the folks that do the actual killing. Rogues and Wizards are the main DPS classes. They have to be careful though, if they throw out too much damage too soon, the bad guy will forget all about the tank and come charging.
Healers Their job is to keep everyone else alive. The Priest is the main healer, though there are also Druids and Paladins that do an acceptable job. They also have to be careful - healing a character that a monster is fighting will generate threat, and may send monsters charging. Those are the main roles, though
Crowd Control is useful as well. There's not really a 'crowd control' class, but several classes have good abilities in this regard - Hunters setting traps, Wizards setting traps, and so on. Anything to keep the party from getting ganged up on.
I welcome this idea of clearly defined roles. It makes Warcraft a lot of fun. I wouldn't want to see the threat based tactics though, too much bookeeping on my part.
