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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5120181" data-attributes="member: 710"><p>Think not of roles as "complexity" - see it as a helpful descriptor, something that tells you what the monster will do in combat. If you create a new monster, you can use the roles to get the result you want from the monster. </p><p></p><p>Imagine any RPG - there is a monster that fires rays of destructive energy, and another monster that is hard to hit and constantly threatens the player characters. Another monster can turn invisible and only appears when the characters are exposing a weak spot.</p><p>The first is most likely Artillery. The second is most likely a Soldier. The third is a Lurker.</p><p></p><p>Since monsters can be a very diverse bunch, it is sometimes hard to figure out how to use them best - the roles are supposed to help you. When you read "Lurker" you know: This guy has a trick that makes him retreat from combat and comes back with a nasty surprise attack. You wouldn't let him stand in front of the PCs, like you would do with a Soldier or a Brute. Instead, you let him retreat and move him so his powerful "comeback" attacks have the best effect. </p><p>When you have a Controller, you know that is a monster that can limit a characters actions or mobility, so your best use for it is a player character that has particularly effective actions available (generally or in the moment), or that requires mobility. </p><p>If you have a Soldier, you place him in a position where he can protect his allies best.</p><p>If you have a Brute, you want to send him after the "softest" target (Wizard, Rogue for example).</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5120181, member: 710"] Think not of roles as "complexity" - see it as a helpful descriptor, something that tells you what the monster will do in combat. If you create a new monster, you can use the roles to get the result you want from the monster. Imagine any RPG - there is a monster that fires rays of destructive energy, and another monster that is hard to hit and constantly threatens the player characters. Another monster can turn invisible and only appears when the characters are exposing a weak spot. The first is most likely Artillery. The second is most likely a Soldier. The third is a Lurker. Since monsters can be a very diverse bunch, it is sometimes hard to figure out how to use them best - the roles are supposed to help you. When you read "Lurker" you know: This guy has a trick that makes him retreat from combat and comes back with a nasty surprise attack. You wouldn't let him stand in front of the PCs, like you would do with a Soldier or a Brute. Instead, you let him retreat and move him so his powerful "comeback" attacks have the best effect. When you have a Controller, you know that is a monster that can limit a characters actions or mobility, so your best use for it is a player character that has particularly effective actions available (generally or in the moment), or that requires mobility. If you have a Soldier, you place him in a position where he can protect his allies best. If you have a Brute, you want to send him after the "softest" target (Wizard, Rogue for example). [/QUOTE]
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