You're right. That's too strikery.
I've been trying to figure out what a controller is...
...and I've gotten this bit of insight from The Forge.
Quote:
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Originally Posted by Vulpinoid Even if the game did boil down to simply "taking an opponents points and preventing someone from taking your points", I can instantly see the value in more than just two roles.
With a single pool of points for each side to play with... (I've added in parentheses the role type that I believe 4e is trying to make synonymous with this function, as far as I understand things...)
You get:
[li]The character who's primary objective is to take away someone's points. (Striker)[/li]
[li]The character who restores your points when they get lost. (Leader)[/li]
[li]The character who increases someone's potential to steal points. (Controller)[/li]
[li]The character who reduces someone's potential to steal points. (Defender)[/li]
Without the second two options you get a very bland game, but with them a range of basic strategic options manifest.
And that's only if each side shares a single communal pool.
If each character on each side had a pool to worry about you could also include:
[li]The character who transfers points to where they are most needed. (Probably a sub-role of Leader or Defender)[/li]
[li]The character who identifies the weakest/strongest characters on a given side. (Probably a subrole of Striker or Controller)[/li]
[li]The character who hides the weakest/strongest characters on a given side. (Probably a sub-role of Defender or Controller)[/li]
[li](You could come up with 6 different combinations of the base roles and work out a subrole that both could cover adequately)[/li]
Once you throw in two basic pools of points for each character (Hit Points/Willpower, Hit Points/Magic Points, Force/Chi, Glory/Honour, etc...) you instantly get a range of character archetypes that can shift points between the pools in addition to the shifting points between characters.
But this is all in reference to 4e D&D, and it seems that the current incarnation has only one pool to worry about. Hit Points.
I generally agree with Whiteknife's final line, and that's one of the reasons why I try to ensure that there is plenty of colour to mirror within the narrative the effects that are playing out within the dice mechanisms. I also try to ensure that when I design games there are tactical and narrative benefits from working strategically with other players (or against them), rather than just going head to head.
Just some thoughts... V |
I think I've got it!
The way I see it, Controllers should feature auras as their primary mechanic, and these auras should have effects that make the enemies easier to hit and damage.
Imposing Presence
Aura 2.
Enemies within your aura take a -1 penalty to Foritude, Reflex, and Will.
Increase this aura to 3 at 11th level and 4 at 21st level.
The martial controller should run into a crowd of mooks, but the mooks should run away because they don't want to stay within reach!