Gotcha. Thanks. It looks like roles were a serious design element in 4E and this article leaves me fuzzy on whether they will or won't be in 5E.
Monster crunch in 4e is frikkin
awesome. I can literally read a stat block
at the table while the players are taking their first turn and figure out the monsters' tactics
and evocative ways of describing how the monsters behave that are
backed up by mechanics.
I have my criticisms of 4e, but the monsters are really, really good.*
*Once they fixed the math.
So roles are just an encounter balance tool that can be tuned like CR in 3E? (Not that CR was very accurate, mind you.) This is different than what Hussar is saying above, no?
They're three things:
1- A design tool for creating new monsters. You decide, based on the monster fluff, what role it plays, and that tells you what the math of its stats should be. You of course design the monster's powers according to its fluff, but the role tells you how much damage an e.g., limited-use "wild charge" power should do.
2- A planning tool for creating encounters. If you have a particular flavor in mind for an encounter (such as a spooky hit-and-run fight through dark corridors), you look for monsters that have a corresponding role (lurkers and skirmishers). Or perhaps you have the heroes in trapped in a courtyard, being ambushed by their erstwhile ally. Then lots of artillery might be appropriate, along with an Huge elite brute bursting through a gate to add that lovely "oh spit" feeling.
3- A DMing tool for understanding tactics. You're running a published adventure at the last moment and haven't reviewed any of the monsters' stats. No worries; the role tells you roughly how the monster behaves and the power names help you flesh it out.
But I think I maybe wasn't clear enough. I'm trying to figure out how 4E monsters are built, not how encounters are built. (I assume encounter building is mostly unchanged from 3E.)
Here's an example. Monster Vault, the newest entry-level monster book, has four types of ogres listed.
* The Ogre Hunter is a level 7 skirmisher. As a skirmisher, he's a mobile fighter. His standard actions are "Club", "Javelin", and (about half the time) "Hurling Charge," which lets him throw a javelin and charge if it hits. As a move action, he can "Clear the Ground," which shoves everyone within his reach back ten feet, then he can move his speed if any of those hits.
From the stat block, it looks like the Ogre Hunter's schtick is to throw a javelin and charge. Then on his next turn, he slams somebody with his club, knocks everyone back, then moves back to javelin range to repeat. Of course, the PCs will be doing their best to prevent that.
* The Ogre Juggernaut is a level 10 brute. As a brute, he hits hard and is easy to hit. His schtick is to (about every third turn) bull rush you to the ground and plow you along the ground for 1d8 damage per square of movement. (Up to 8d8 damage and you end up prone. Ouch.)
* The Ogre Mercenary is a level 8 soldier. As a soldier, he's hard to hit and punishes you for attacking other enemies. His schtick is to threaten you with a morningstar, causing you to take a -2 penalty to attacking anyone else. He'll also sweep around and hit everyone within reach, knocking them prone in the process.
* The [just plain] Ogre is a level 6 brute. Once per encounter he winds up with a huge attack that does 4d10+4 damage, throws the target 10 feet, and knocks it prone. It does half damage and knocks prone even on a miss.
You can see how each monster has its own unique schtick that's thematic and flavorful, yet reflects the role of the monster. Ogres aren't really "skirmish-y" but the Ogre Hunter is a good example of how the role is in service to the concept, not the other way around.