QUOTE (Sage2000 @ Jan 30 2013, 12:06 AM)

I rather see this, and have diversity, uniqueness of roles, tham a party all composed of super-cyber/magic fellows. All kinda looking the same.
Thing is that having well established unique roles actually accomplishes the exact opposite, it kills the unique concepts and makes everyone the same.
The wonderful thing about a class less open build system is that the sky is the limit for the characters you want to create, like the magical bum I suggested in another thread. SR doesn't only make him possible, but viable and able to flourish in his area of expertise.
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Basically his super-cyber was better then everyone in his party, becuse of the huge atributed/cybered dice-pools
Shadowrun is designed around the duality of technology and magic, if someone voluntary choose to ignore those options he's naturally going to be at a disadvantage. There's a very lengthy discussion on the subject in a recent thread called "Mundanes, self-imposed mechanical restriction?" (Sorry for not providing a link, writing on a mobile device)
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Ah! About WoW (dont we love that game?), the solution implemented recently was to bring unique buffs/debuffs to the raids (the party). Give people reasons to play different characters, not parties entirelly composed of paladins, for example.
6 years ago is recently?
I'm going to adress this because it's an interesting and demonstrable insight into game design.
So what you're refering to isn't actually true with WoW anymore, unique capabilities restricted to one class was very detrimental to the game as a whole and I'll explain why.
In the first expansion; the burning crusade.
Blizzard made a push to make hybrid classes (basically any class able to multiple roles like tanking or healing) able to perform outside of one role. Something that hadn't been true earlier as the design philosophy was that classes with multiple roles should be worse at those roles then classes with only one role, this lead to a situation where hybrids were locked into a role because they were suboptimal in every other aspect.
But, they still didn't want the hybrids to be as good at the other role as a pure class so instead of making them perform to an equal level they made them provide unique powerful buffs.
As you can imagine this lead to a situation where you
needed to have atleast one of each of the hybrid dps speccs in your group or you were severely disadvantaged, but you never wanted more then that because they weren't able to perform aswell as the pure classes.
Several fights also had unique mechanics that required a certain class to deal with, in most cases this was limited to a single person using a unique class ability to perform a role he wouldn't normally.
That doesn't sound to bad does it?
That's where class stacking come in, because the hybrids brought pretty much all of the buffs and pures were only valued because of their dps entire
classes would get left out of raiding because they couldn't perform aswell as their peers.
This escalated even more when the need for defensive cooldowns got escalated to the point that you
needed to bring 9 of a specific class to a certain fight and then only 3 for the next and no this isn't exaggeration, the very best guilds in the world did this to be able to beat encounters, that's just how classes were built. Like a fight full of magic debuffs and only 1 or 2 classes can dispel magic debuffs.
Fast forward to the second expansion; Wrath of the lich king.
At this time it was decided that hybrids should be able to perform at the same levels as pures, the hybrid tax (as it was called) was abolished, and there was much rejoicing. Yaaay!
Except they also decided to make 10 man (as opposed to 25 man) raiding a viable option, and there was still these really powerful unique buffs around.
It meant that unless you had a
very specific 10 man setup some fights would simply be out of your reach, this was made even worse with the introduction of hard modes. Fights were tuned around you having all these buffs and missing one could mean as much as a 10%-20% difference in performance, more if you were missing bloodlust (the most powerful cooldown in the game restricted to shamans only)
They had to introduce items to bandaid this issue.
This was addressed in the cataclysm by spreading the powerful buffs to several classes and consolidating unique debuffs into fewer categories, aswell as making certain key buffs or debuffs available to all of the choices of that role (like mana regeneration for healers or reduced damage debuffs for tanks)
The design goal of bring the player not the class was achieved! Not by unique abilities to encourage the integration of every class, but by giving the players true freedom of choice.