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February 19th, 2012, 08:05
Originally Posted by fadedc View Post
The trinity roles are as old as RPGs themselves. Even in the original Wizardry 1, you had your tanks up front absorbing damage, your healers healing them, and your dps dishing out damage from the back. They have also always been part of D&D to one extent or another.
I agree. I can't speak for pen and paper games, but in CRPG terms, one big difference in older games is the larger party size. This allowed the player some freedom to customize their party beyond the pre-requisite "trinity roles," and this led to party variety that could make the player's set-up feel unique. In the few party-based games made from the "modern era," the reduced party limit of 3-4 has had the unfortunate side-effect of not being able to experiment much outside the "trinity." I'd say that smaller parties is more responsible for the rigid trinity roles in cRPGs than a change in rule systems, as it's always existed to some degree that you need a healer, tank, and a heavy damage dealer or rogue.
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