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Lately I've been wondering, why do nearly all class based games use these?
I mean, I know why MMO's use the Healer/Tank/DPS model. It engages players in different ways, and if done well can be really fun. It also means that when I play Healer or Tank, or DPS, I get a totally different fight, even against the same boss.
But in a single player game ... I wonder, is it necessary?
Does my party need a healer? In nearly every RPG that answer is yes.
Now, I'm going to limit my discussion to the typical party based turn based games. (Older final fantasies and the lot.)
But why? I mean, it stems from the old Dungeons and dragons adventuring party didn't it?
The fighter is up front, tanking some skeletons
The cleric is healing this booboos.
The wizard is being a bit of a neckbeard for most of the session because he only has one spell, and he's not wasting it on 'trash' while the ...
The rogue is ... Well, he's not really doing much of anything really, because there's no traps to disarm this encounter, and skeletons are immune to Backstabbing.
Because that's the problem with that old system. It was completely broken, and a lot of games just copied it wholesale to a different medium, only making it worse.
Why does the boss deal that much damage? So the Healer has something to do.
Why is the mage's defense crap? Because he's wearing robes.
Why are his HP so low ? Because he's frail.
Why do his attacks use MP, and the fighter's don't? Uh, because spell slots?
Why does the rogue have nothing to do in combat? Because he has out of combat utility.
A lot of wonky game design stems from 40 years ago.
Why are we still using these mechanics combined with these ... Archetypes?
I mean, I get storywise why we get Fighters Rogues Clerics and Mages. They appeal to different fantasies.
The heroic knight, the wise yet fragile mage, the nimble rogue, compassionate cleric/white mage.
These are great story tropes and character fantasies, but ...
Why do they have to link to the mechanics in such a ... predictable way?
If I choose to be the mage as a 'character fantasy' but I want to play a tank as mechanical identity?
What If I want to be the Rogue that heals?
Why can't my fighter be the one throwing around the big nukes?
Why shouldn't my white mage be slicing and dicing sometimes, Vampire hunter style?
Class balance? I mean, I got a whole lot to say about that, and I think ... Classes as a package traditionally require a whole lot of things to be 'Bundled together'.
Why is the wizard frail? Because his spells deal more damage.
Why can't the cleric attack? Because he can heal.
Why does the fighter get beter defense? Because he gets nothing else.
I just feel like there is so much more combat design space if those things are loosened up a lot more.
Maybe my rogue wants to spec into a "Quick potion/first aid" Build.
Maybe my white mage never learned more than a basic cure spell or two, preferring to bash enemies skulls in before his comrades are overwhelmed.
Maybe my Fighter wants to be basic attacking a bit before unleashing the 'Big guns'.
Now, there's two easy counter arguments to that:
But then all classes will just play/feel the same, and But then characters become too powerful.
On the feel or play the same, I'm not saying give everybody a cure spell, fireball and high defense in the same way.
Maybe the rogue uses Potions better, his fireball is a molotov coctail, when he is standing as a tank he dodges and counterattacks.
Maybe the Mage wants to be the 'Combo class' usually reserved for rogues. Going Flaming daggers into Unblanacing earth into Ice spike with an arcane torrent finish.
On the too powerful ... Well, they've only gotten one action a turn, right? Yes, in the abstract, having more abilities is better, but they're still only using one a turn, right? Does it really matter that I can spread the healing skills around my team a bit? Or that who's the tank switches from turn to turn? Or even on the skill learning front. The fact my rogue spent a skill pick on 'Combat Medicine' instead of 'Backstab 9000' is a cost.
Because once you look at it, there's a couple of things a party needs.
A way to mitigate incoming damage (You know, Aggro and Tank stuff)
A way to to recover HP
A way to deal consistent Single target Damage
A way to deal consistent AoE damage
A way to burst Single target Damage
A way to Burst multitarget Damage
Offensive Buffs
Defensive Buffs
Debuffs
Removing ailments.
And you can find a way to implement those in every 'character fantasy'.
But then, what about the other side?
The mage gets the big booms because he has low HP.
Why? I mean, class balance wise, I get it, but why can't I have Big booms and Big HP? (And really ****ty magic defense)
I get good defense and high HP, so all my skills suck?
Why not let me decide? Just give me the points to spend and a 'suggested stat' or three, but if I want to make that cleric with nearly no MP and a big heathen crushing mace, let me.
Now, some might be thinking, but why don't you just play a Fighter instead of some weird 'Shield and attention drawing spells' mage? Why not pick Mage over fighter if you want to be the boom-stick?
Because that's maybe not my character fantasy. I might want to do the big nukes, but with my sword, not by casting Ultima. I want to be wielding a staff and robe while I laugh at my enemies as they try to claw their way through a barrier. Or maybe I want to be (Movie version) Gandalf, laying down fools with my staff, rallying the troops, and only casting the occasional spell.
TL,DR: Why are the character fantasies (Brave knight, robe dressed wizard) always linked to mechanical identities (Tank, Healer, Single target or AoE DPS)?
I mean, I know why MMO's use the Healer/Tank/DPS model. It engages players in different ways, and if done well can be really fun. It also means that when I play Healer or Tank, or DPS, I get a totally different fight, even against the same boss.
But in a single player game ... I wonder, is it necessary?
Does my party need a healer? In nearly every RPG that answer is yes.
Now, I'm going to limit my discussion to the typical party based turn based games. (Older final fantasies and the lot.)
But why? I mean, it stems from the old Dungeons and dragons adventuring party didn't it?
The fighter is up front, tanking some skeletons
The cleric is healing this booboos.
The wizard is being a bit of a neckbeard for most of the session because he only has one spell, and he's not wasting it on 'trash' while the ...
The rogue is ... Well, he's not really doing much of anything really, because there's no traps to disarm this encounter, and skeletons are immune to Backstabbing.
Because that's the problem with that old system. It was completely broken, and a lot of games just copied it wholesale to a different medium, only making it worse.
Why does the boss deal that much damage? So the Healer has something to do.
Why is the mage's defense crap? Because he's wearing robes.
Why are his HP so low ? Because he's frail.
Why do his attacks use MP, and the fighter's don't? Uh, because spell slots?
Why does the rogue have nothing to do in combat? Because he has out of combat utility.
A lot of wonky game design stems from 40 years ago.
Why are we still using these mechanics combined with these ... Archetypes?
I mean, I get storywise why we get Fighters Rogues Clerics and Mages. They appeal to different fantasies.
The heroic knight, the wise yet fragile mage, the nimble rogue, compassionate cleric/white mage.
These are great story tropes and character fantasies, but ...
Why do they have to link to the mechanics in such a ... predictable way?
If I choose to be the mage as a 'character fantasy' but I want to play a tank as mechanical identity?
What If I want to be the Rogue that heals?
Why can't my fighter be the one throwing around the big nukes?
Why shouldn't my white mage be slicing and dicing sometimes, Vampire hunter style?
Class balance? I mean, I got a whole lot to say about that, and I think ... Classes as a package traditionally require a whole lot of things to be 'Bundled together'.
Why is the wizard frail? Because his spells deal more damage.
Why can't the cleric attack? Because he can heal.
Why does the fighter get beter defense? Because he gets nothing else.
I just feel like there is so much more combat design space if those things are loosened up a lot more.
Maybe my rogue wants to spec into a "Quick potion/first aid" Build.
Maybe my white mage never learned more than a basic cure spell or two, preferring to bash enemies skulls in before his comrades are overwhelmed.
Maybe my Fighter wants to be basic attacking a bit before unleashing the 'Big guns'.
Now, there's two easy counter arguments to that:
But then all classes will just play/feel the same, and But then characters become too powerful.
On the feel or play the same, I'm not saying give everybody a cure spell, fireball and high defense in the same way.
Maybe the rogue uses Potions better, his fireball is a molotov coctail, when he is standing as a tank he dodges and counterattacks.
Maybe the Mage wants to be the 'Combo class' usually reserved for rogues. Going Flaming daggers into Unblanacing earth into Ice spike with an arcane torrent finish.
On the too powerful ... Well, they've only gotten one action a turn, right? Yes, in the abstract, having more abilities is better, but they're still only using one a turn, right? Does it really matter that I can spread the healing skills around my team a bit? Or that who's the tank switches from turn to turn? Or even on the skill learning front. The fact my rogue spent a skill pick on 'Combat Medicine' instead of 'Backstab 9000' is a cost.
Because once you look at it, there's a couple of things a party needs.
A way to mitigate incoming damage (You know, Aggro and Tank stuff)
A way to to recover HP
A way to deal consistent Single target Damage
A way to deal consistent AoE damage
A way to burst Single target Damage
A way to Burst multitarget Damage
Offensive Buffs
Defensive Buffs
Debuffs
Removing ailments.
And you can find a way to implement those in every 'character fantasy'.
But then, what about the other side?
The mage gets the big booms because he has low HP.
Why? I mean, class balance wise, I get it, but why can't I have Big booms and Big HP? (And really ****ty magic defense)
I get good defense and high HP, so all my skills suck?
Why not let me decide? Just give me the points to spend and a 'suggested stat' or three, but if I want to make that cleric with nearly no MP and a big heathen crushing mace, let me.
Now, some might be thinking, but why don't you just play a Fighter instead of some weird 'Shield and attention drawing spells' mage? Why not pick Mage over fighter if you want to be the boom-stick?
Because that's maybe not my character fantasy. I might want to do the big nukes, but with my sword, not by casting Ultima. I want to be wielding a staff and robe while I laugh at my enemies as they try to claw their way through a barrier. Or maybe I want to be (Movie version) Gandalf, laying down fools with my staff, rallying the troops, and only casting the occasional spell.
TL,DR: Why are the character fantasies (Brave knight, robe dressed wizard) always linked to mechanical identities (Tank, Healer, Single target or AoE DPS)?