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Old 06-15-2008, 12:39 AM
Trombone4Hire Trombone4Hire is offline
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Re: [RPG]: Dungeons & Dragons Player's Handbook: 4th Edition, reviewed by Chris Davie

Quote:
Originally Posted by Destriarch View Post
It sure sounds like there isn't much individuality in characters any more, which is really weird considering how much niche protection has been a part of the game for years. Can anyone elucidate on this point further?
I'll try. Here are some examples:
Clerics are meant to support their allies and back up the fighters on the front line. Their powers generally provide healing or other benefits to nearby allies and themselves, and often do damage to enemies at the same time.
Fighters are meant to get in between enemies and more vulnerable party members. Their powers do decent amounts of damage while affecting the target in some way (move them, slow them, stun them, knock them down), resist damage and other effects, and keep fighting longer. Many powers are enhanced by the use of heavy weapons.
Rogues are meant to slip around defenses and hit more vulnerable enemies. Their powers allow them to move unseen, avoid attacks, augment thievery, and do piles of damage. Most attack powers require light weapons to function.
Wizards are meant to control the battlefield from a distance. Their powers include many ranged area effect spells inflicting either damage or negative effects, as well as a variety of useful effects (light, featherfall, teleport, etc.)

Niche protection is still there (if not reinforced), but now non-magical classes have as many tactical options as anyone else, and playing a wizard doesn't feel overwhelming.
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