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D&D 5E What are the Roles now?

BryonD

Hero
Three is a definition of several that I was unaware of. Thank you. 10th level fighter in 3e heals 40 HP/day with a DC 15 heal check (at 10th level, pretty much automatic). So, two days of bedrest and one day of light activity and he's completely healed.

Sounds like a hangover to me. Certainly doesn't sound like I've taken serious wounds. Heck, even with just bedrest, I'm still healed in under a week. Bad bout of the flu. Minor sprain maybe?

I guess those are serious, narrative valuable wounds in your game.

This point has been beaten to death BryonD. Accept it that you are mistaken here. 5e and 4e flat out contradict you explicitly. 3e contradicts you. AD&D had slower healing rates, true, but, we're almost twenty years after that.
This is patently absurd. You never fail to go back to the well of "winning an argument by telling other people that you know what they think and prefer better than they do themselves".

You start out ordaining your self the divine orator of what is an acceptable definition of "several" in the fictional trope being described and then hinge your entire claim of explicit contradiction. All Hail Hussar. :)

We have, at length, (didn't YOU just say something about a dead horse) discussed the trope of heroes in a hospital bed at the end of one episode and running around as if it never happen for next week's show. And I have specified on numerous occasions that lacking aid, 4 days rest is an acceptable number for the heroic characters portrayed in D&D. So you need to find some other people to follow your cult of personal declarations.

3E does not remotely contradict my standards.
Would you like for me to start telling you why you are so miserable in your 4E games now? Or shall we agree that I'm not qualified to make this kind of claim?

And, of course, ti is also amusing that you perpetually defend the idea that all HP loss is just bumps and bruises easily repaired with kind words of encouragement, and yet when some degree of recovery is added into the mix suddenly you have these arbitrary standards. The logic gap in your duplicity could pass a herd of elephants without one of them noticing the sides.
 

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SirAntoine

Banned
Banned
Can you prove that when magic is doing something more effectively than might it's not because the magic is being done by someone higher level than the someone doing the might? If not, then you're using the word verisimilitude to support your belief that's based on what you'd like to be rather than anything that counts as verisimilitude for anyone but you.



If you've got 96 hit points to start with then the loss of 95 of them handicaps your ability to run marathons, fight, play the banjo and argue philosophy not at all. Sort of suggests that the physical injury involved isn't particularly significant.


The fundamental argument here at least is that some people have bought into the idea that magic is fundamentally better than mundane, and that therefore anything which is done with magic can't be permitted to be done as effectively by other means. It's not a question of whether verisimilitude demands that magic do something; it's also that mundane must not do it at all, or mundane must do it less effectively at the same level. The necromancer may (perhaps must) be able to raise an army of undead; if that army of undead is matched against the army that the fighter may be allowed to raise, it's got to be better if the levels are the same, because verisimilitude can only be maintained if the privileged position of magic in their minds is acknowledged and supported by the rules. Since this position cannot be proved or disproved by anything outside the rules (because levels aren't a concept in the fiction that inspires the games) then any rules which don't support this have to be condemned as lacking verisimilitude and rules which support it have to be held up as agreeing with it. Since D&D has been published without design goals, an argument about how it's supposed to be run isn't going to change anyone's mind, no matter how many hundred page threads discuss it.

There are such proofs. The problem is you're using verisimilitude and magic wrong.
 

pemerton

Legend
all around competent bad ass in combat has been the fighter's archetype in nearly every edition of D&D... and that's the archetype I want to play... not highly competent melee combatant who suddenly becomes mediocre man when combats go ranged...
The AD&D fighter was almost always mediocre when combats go ranged: no STR bonus to attack or damage (unless using optional rules to add STR to thrown weapon attacks); d6 damage (from bow) or d4+1 (from sling or crossbow) compared to the standard d8 or d10 from a sword; and if UA is in play and you are specialised in a melee weapon, no increased rate of attacks and no attack and damage bonus.

And if you built a high DEX fighter to get attack bonuses with missile attacks, that meant sacrificing either STR or CON, thereby reducing melee capability.

Unless of course there are mechanics that enforce this "suggestion"... like marks, no ranged powers, etc.
There is no necessary connection between being a striker and having powerful ranged attacks.


this "striker" fighter's damage and effectiveness drop drastically at long range (thus a sub-par striker at best)... the true strikers in 4e don't have that problem.
A barbarian is not a long-range damage dealer. A monk is not a long range damage dealer. A STR/WIS ranger is not a long range damage dealer. There are plenty of rogues who aren't long-range damage dealer.

Nothing about being a striker requires range.

Furthermore, if you want to play a striker fighter, nothing stops you building to STR/DEX, using light armour + DEX for mobility, and taking the sword or spear powers that benefit from DEX. That character will also have a perfectly adequate ranged basic attack that can be used to deal damage at range while enemies close. You can even multi-class as ranger, train in Stealth, and use HQ to get bonus damage on those opening shots.

a Fighter will be a sub-par striker...

<snip>

the Fighter ends up being a sub-par striker at best.
This isn't true. A great weapon fighter can be built and played to do striker-level damage.

Probably not as much as a ranger, but the ranger is generally acknowledged to be the best damage dealer in the game.

But just as in 5e, so in 4e - a character does not need to be the best at what s/he does to do it meaningfully and effectively.

page 61 under Battle Cleric...

"If you choose to concentrate on melee, you find a good assortment of strikes to your liking..." Oh wow they are telling me how to build a Cleric who is a striker
Why would you infer that? No reference is made there to damage dealing.

From the fact that a character focuses on melee, nothing follows about his/her role, given that there are melee leaders (eg STR cleric, most warlords), melee strikers (avengers, monks, barbarians, plenty of rogues and rangers) and melee defenders (all of them).

here's one from the Wizard section pg. 157...

"Your delight is in powers that deal damage-lots of damage, to many foes at a time. Enormous bursts of fire, searing bolts of lightning, and waves of caustic acid are your weapons." Sounds like you can make a striker out of a Wizard as well, at leats according to how you chose to interpret the descriptive text under the fighter... Of course anyone whose played the Wizard in 4e knows that really isn't true...
There are two things going on here.

First, the PHB classifies AoE damage as a controller rather than a striker function - this was discussed at some length upthread, and is a legacy consequence of AD&D wizards having the dual function of artillery and non-hp-condition-imposition.

Second, in the post-Essentials environment a wizard is generally regarded as the best AoE damage dealer around (better than the sorcerer).

I don't think anyone said a specific character could
Here's one I found with a quick trawl upthread (post 333):

Describing 5e's choices in terms of 4e's roles (striker, controller, etc.) would be a step backwards, because the construction of the game makes such roles dependent on circumstances, NOT character build! Any 5e character can be a striker... and then a controller in the next encounter.

I take it that you don't agree with this?

So now it's roles "like" 4e... because other 4e fans in this thread, who you've chosen to comment with and on replies to have claimed that we 5e fans don't see the 4e designe because were denying it or hate 4e so much we don't want to admit it... you start flinging accusations around like that and you should expect heavy push back
I don't understand what accusation you think I'm making.

4e's roles aren't arbitrary. They are more-or-less natural errors of specialisation that arise from the combat mechanics of the game. The key features of those mechanics are:

* positioning matters, and movement is, by default, restricted (by generous OA availability, and the move action component of the action economy);

* attacks are rationed via a strict action economy;

* attack and defence depend upon comparing numerical totals which are, therefore, subject to manipulation;

* there are ways to degrade the enemy other than by ablating hit points (namely, imposing conditions) and combat has a typical mechanical duration of 4 to 6 rounds, which means that imposed conditions last long enough to have a noticeable effect;

* player characters need to unlock healing surges if they are to draw upon their reservoirs of hit points that give them superior resilience to NPCs/monsters of their level.​

This suggests some core roles: hit point ablation; condition imposition, including impeding the movement of enemies; forced movement; granting bonus actions (movement and/or attacks) to allies; buffing allies' numbers; unlocking healing surges (ie healing).

The 4e roles then combine these functions in ways that also evoke legacy elements of AD&D:

* Defenders impose conditions, especially conditions that impede the movement of enemies and conditions that debuff enemy attacks against allies; with the exception of some shielding swordmage builds (who as I explained upthread therefore aren't really defenders in the strict sense), they do this by putting their bodies on the line; some also do significant amounts of hit point ablation, most notably certain fighter builds;

* Controllers impose conditions, force movement and conjure effects (zones, walls) that disrupt enemy positions; for legacy reasons, AoE damage is also classed as a controller function in the PHB, but the PHB2 more aptly characteriss the AoE damage-focused sorcerer as a striker; also for legacy reasons (to do with the traditional contrast between fighters and wizards), control that requires putting the character's own body on the line is broken out into the separate "defender" role;

* Strikers focus on hit point ablation; most also have a degree of secondary control (in some sorcerer and warlock builds this can become a primary function along with damage-dealing);

* Leaders combine the healing function with buffing allies and other force-multiplier effects (granting movement and granting additional attacks) - there is no in-principal reason to combine these various functions, but this is another legacy matter, derived from the traditional healing and buffing function of the cleric.​

An example of a fantasy RPG which has virtually none of these roles is Tunnels and Trolls, because it has almost no moving parts to its combat mechanics: no difference between degrading via hit point ablation compared to degrading via the imposition of conditions; no movement or positioning rules; no healing surges to unlock, etc.

AD&D has some but not all of 4e's features. There is no difference between melee strikers and melee defenders in AD&D, because the default action resolution mechanics make combat sticky, with no need to give condition-imposition powers to generate this outcome. AD&D also has no melee positioning rules comparable to 4e's, so forced movement and granting bonus movement actions matter only for governing closing into melee rather than the flow of melee itself. But AD&D does have a difference between hit point ablation and other forms of condition imposition. So one possible role in AD&D, although one never explored in any AD&D class that I'm familiar with (some monk/martial artist options come closest), is a melee character who specialises in imposing conditions rather than in degrading hit points.

To answer the question "what are the roles now?" (ie in 5e), a similar consideration of the game's combat mechanics, and the way various class and sub-class builds interface with them, is the way to go about it.

In essence according to the above we're either liars, deluded or to caught up so much in our own biases we can't see the supposed "truth". Yeah sorry but that's not a position at all for productivity.
Nonsense. I've not accused anyone of lying, nor of being deluded.

But I do think saying "classes don't have roles now, because the build options are so varied" is basically missing the point. All that would show is that, from the point of view of rationing mechanical functions, sub-classes are the new classes. If there are clear build options under the various sub-class umbrellas, that is where the analysis should be taking place.

One way of bringing it about that there are no roles is for the combat mechanics to have lost most of the differentiation that engenders and supports those roles in 4e. Some features of 5e that push towards this result are the mechanically shorter combat durations (2 to 3 rounds) and the greater flexibility of movement (no discrete move action, fewer OAs). But other key distinctions - for instance, between degrading via hit point ablation and inflicting conditions, remain; and there are still walls, zones and the like that break up enemy positioning, which even under the new movement rules still impedes the effectiveness of some enemies (eg pack tactics and similar ally-position-dependent buffs enjoyed by many NPCs/monsters).

If someone wanted to play a character who specialises in exploiting or degrading enemy position, are there some 5e builds that are better for that than others? My gut feeling is that the answer is yes, and that wizards - with their variety of wall, zone and artillery spells, are probably a good place to start; whereas a champion fighter wouldn't be.
 
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BryonD

Hero
There are such proofs. The problem is you're using verisimilitude and magic wrong.

For me, quite honestly, if we specify that "fundamentally better" means "I find it to yield a more satisfying roleplaying experience" and we further specify that we are comparing magic to mundane on the topic of quickly healing injuries then I accept his description. I do not make any remote claim that this is a truism for gaming. To the contrary, I go to great lengths to constantly point out that I don't have the slightest qualm with other people's preference. If someone else sees a good nights rest as all-healing (as per RAW 5E even) then cool. And if someone else wants fighters to yell character's arms back on, the good for them.

The funny thing is, that the debate always seems to come down to people who are offended that I don't do it their way.
 

pemerton

Legend
I may not be the world's greatest expert on 4e, but I don't see anything in 4e's class design that facilitates plot-level deception, preparation, and trickery like the cited Odysseus regularly engaged in.
I was referring to the particular fantasy tropes that I called out - REH's Conan, and Tolkien's battle captains.

The best way to play Odysseus-style in AD&D is with a wizard, preferably of 7th level or up. In 4e I think it is a class-neutral archetype - but if you want the strong archer dimension who is also a skilled tactician, the warlord archer from MP2 is the way to go.

I don't see that any class in 4e would have in its class design a Divert River power for playing Hercules.
Diverting a river by sheer STR would be a STR check. The Eternal Defender epic destiny, which requires being a fighter, gets a 1x/day +10 buff to STR checks, so is probably the best bet for that.
 

There are such proofs. The problem is you're using verisimilitude and magic wrong.

ok, what are the proofs? Since I already believe that all else being equal (aka same type of story) there is no reason for magic to be more powerful then non magic...

I will list mine...

1)Harry Dresden is a powerful spell caster who had a ton of items, and even gained the title (prestige class/template) Winter Knight, However Kincaid and Murphy are both very capable and needed members of his team. Now of the two Kincaid has a supernatural advantage, but murphy is why they call a plain vanilla human.

2) Wonder woman... now she is a god, however for years she was not. She is a supernatural strong and tough hero with a sword and lasso, she not only is as good as any hero (and better then a lot) but she also fights circie the wizard/witch/enchanter all the time.
 

pemerton

Legend
I think there are several ways that you could implement this in D&D without touching HP directly: morale rules from the old editions work for those inspiring speeches and I could see then expended, IIRC the Black Company book for D20 had two leaders prestige classes that let them lend different types of bonuses et al.
I've never seen a version of D&D in which morale rules affect PCs, unless via magical fear.

you could just go ahead and make an encouraging speech to your stablemates, I've that work a good number of times.
I don't think it compares.

In the real world of combat (and firefighting, emergency response, etc) physical courage is a real thing. It can be taught - that is what training is for - and it can also be inspired.

In romantic fantasy of the Tolkienesque sort, inspiration is even more important, because it connects to other ideas like the role of providence, treating despair as a marker of false belief, etc.

Bucking up the fellow players of a game is, in my view, not in the same ballpark: among mathematically adept players the prospects of success in combat can often be estimated with some degree of clinical accuracy. Telling them not to worry about the odds, in a play environment in which there is no reason to think that providence is on their side (eg all dice are fair and rolled in the open) is just asking them to be irrational.

Even Gygax gave the bard an ability to grant allies a bonus to hit, recognising that just urging them to be braver isn't really enough.
 

SirAntoine

Banned
Banned
+1 to hit is probably the ultimate of what bardic inspiration can achieve. I note that even the bard could only give you a +1, so other characters, such as a platoon sergeant, would be hard pressed indeed to match it.
 

pemerton

Legend
[MENTION=22779]Hussar[/MENTION], you were asking about Godwinning a thread?

If you just want a pure and balanced tactical combat system then 4E is that. But if you want a system that puts a simulation of individuals into challenges and says "it ain't balanced, find a solution" then 4E (for many) actually does a decidedly inferior job of that.

<snip>

Yes, you can roleplay on 4E. There is no slight challenge to that claim. But I can roleplay my character in Descent.
I have no idea what you - BryonD - regard as the essence of a roleplaying game. To the best of my recollection, although your sig says "still playing a great game", you have never posted a report or an analysis of actual play from you game. (If you have, and I've missed it, feel free to point me to it.) So it's also mysterious to me why you think that a mechanical imbalance between wizard PCs and warrior PCs is inherent to a game being an RPG.

I also don't see what the relevance is of the fact that you have friends who enjoy playing 15th level 3E fighters. I have a friend who is somewhat notorious for building quirky, somehwat self-gimped (or at least far from mechanically optimised) characters - he played on in my last Rolemaster campaign, and is at present playing one in our 4e game. These don't tell us anything about whether or not someone is roleplaying. When I play Mystic Wood - an Avalon Hill tile-based board game c 1980 - with my daughter instead of pursuing her win conditions she has a tendency to wander the board trying to meet everything and simply build up her position. Nothing follows from that, either, about whether or not Mystic Wood is an RPG (it's not) or suitable for use as one.

For me, the essence of a roleplaying game, that distinguishes it from a board game, is that the fiction matters - to the framing of situations (so fictional consequences carry over into the future state of the game), and perhaps even more importantly to the resolution of action declarations.

Given that both these things are true in my 4e game, and in the games of everyone else posting on this thread who has actually posted extended descriptions of actual episodes of play (eg Hussar, [MENTION=67338]GMforPowergamers[/MENTION]), 4e is an RPG.

That it happens to be one you don't care for is neither here nor there. I don't particuarly care for Tunnels & Trolls, and have zero interest in paying GURPS. I also suspect that I would not enjoy your game, and would find it extremely non-immersive. But I don't go around telling people who play these games that they're not really playing RPGs.
 

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