Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
A Content Extraction Project... Rescuing the Forums
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 7040649" data-attributes="member: 82106"><p>How about extending the combat roles into other aspects of play? Leaders get ways to assist more effectively, or increase the effectiveness of other character's assistance to each other. Controllers acquire abilities to manipulate the environment in different ways that aid the party. Defenders get to limit the opposition's options and force them onto the horns of a dilemma, and strikers are able to focus themselves on achieving specific goals (IE maybe they have ways to get better bonuses on checks). </p><p></p><p>Now, maybe this is too restrictive and imposes too much structure on various archetypes, but I think its worth considering (IE are their ways that paladins, fighters, wardens, and swordmages can all "limit the opposition's options" in ways that are thematic and span across the range of different situations that are likely to come up). This might be an area where 5e "pillar theory" might prove useful, though I'm not a big huge fan of it in general. </p><p></p><p>I'm imagining something like rogues have their SA dice in combat, they have sneakiness and deception focus that can add to most of their checks in exploration mode, and they have deception and street smarts during social situations. All of these do basically the same kind of thing, add to the 'advance the success of the encounter' measure, whatever that happens to be (in combat its extra damage, in a social situation SC it might be generating advantages). You might rework the SC system a bit so that advantages aren't just handed out automatically anymore, instead strikers get features that generate them explicitly. For the rogue this might be something like they can declare a specific social skill check to be one increment easier if they pass a medium check (with some narrative justification of course, but the DM should look to provide room for this sort of thing, much as he might make interesting terrain features available in a fight). </p><p></p><p>Fighters might be able to do something similar in situations where some kind of physical prowess is required in an exploration type SC, or exercise some sort of guarding function in a social one, so that maybe they can get a check of some kind to thwart some countermove by an enemy that equates to, again, an advantage being granted such as a reduction in a check's difficulty, etc. For a swordmage this would be flavored as a use of defensive magic, even a byproduct of the Aegis they have. For a paladin it would be some sort of divine assistance (maybe a poison simply fails to work on your ally, or a hidden threat is revealed). I think you can do the same with other classes.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7040649, member: 82106"] How about extending the combat roles into other aspects of play? Leaders get ways to assist more effectively, or increase the effectiveness of other character's assistance to each other. Controllers acquire abilities to manipulate the environment in different ways that aid the party. Defenders get to limit the opposition's options and force them onto the horns of a dilemma, and strikers are able to focus themselves on achieving specific goals (IE maybe they have ways to get better bonuses on checks). Now, maybe this is too restrictive and imposes too much structure on various archetypes, but I think its worth considering (IE are their ways that paladins, fighters, wardens, and swordmages can all "limit the opposition's options" in ways that are thematic and span across the range of different situations that are likely to come up). This might be an area where 5e "pillar theory" might prove useful, though I'm not a big huge fan of it in general. I'm imagining something like rogues have their SA dice in combat, they have sneakiness and deception focus that can add to most of their checks in exploration mode, and they have deception and street smarts during social situations. All of these do basically the same kind of thing, add to the 'advance the success of the encounter' measure, whatever that happens to be (in combat its extra damage, in a social situation SC it might be generating advantages). You might rework the SC system a bit so that advantages aren't just handed out automatically anymore, instead strikers get features that generate them explicitly. For the rogue this might be something like they can declare a specific social skill check to be one increment easier if they pass a medium check (with some narrative justification of course, but the DM should look to provide room for this sort of thing, much as he might make interesting terrain features available in a fight). Fighters might be able to do something similar in situations where some kind of physical prowess is required in an exploration type SC, or exercise some sort of guarding function in a social one, so that maybe they can get a check of some kind to thwart some countermove by an enemy that equates to, again, an advantage being granted such as a reduction in a check's difficulty, etc. For a swordmage this would be flavored as a use of defensive magic, even a byproduct of the Aegis they have. For a paladin it would be some sort of divine assistance (maybe a poison simply fails to work on your ally, or a hidden threat is revealed). I think you can do the same with other classes. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
A Content Extraction Project... Rescuing the Forums
Top