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D&D is a Team Sport. What are the positions?
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<blockquote data-quote="Snarf Zagyg" data-source="post: 9170807" data-attributes="member: 7023840"><p>Well, since I mentioned it, I might as well offer my view.</p><p></p><p>First, I think that your proffered roles aren't necessarily bad, but I think that they also reflect a specific view of the game. When I see them, I see a focus on a tactical combat-focused game that would necessarily use minis, for example. And perhaps that is where D&D is going, with the emphasis on DDB and the VTT.</p><p></p><p>But that's not what I, personally, want. Broadly, I want four roles-</p><p></p><p>A. Combat. This is the "fighter" role. You can have an emphasis on offense or defense (or a mix). But these are the classes that are "front-line."</p><p></p><p>B. Casters. These are the squishy dudes who lack the hit points, weapons, and armor to get into combat, but make up for it with the ability to cast spells. </p><p></p><p>C. Half-and-half. A little combat, a little casting. Not as good at combat as A, not as good at spellcasting as B.</p><p></p><p>D. Skills. These are the classes that aren't spellcasters, are better at combat than casters (but worse than the combat classes), but make up for it in having a plethora of out-of-combat abilities.</p><p></p><p>Now, if you look carefully, you'll notice that this just happens to map on to the original "Core Four" (Fighter, Magic User, Cleric, Thief). And I think that there's a good reason for that- given sufficient niche protection, these are the four archetypes that you would want, with every other class being a variation of one of those.</p><p></p><p>Barbarian (Fighter)</p><p><s>Bard</s></p><p>Cleric (Cleric)</p><p>Druid (Cleric)</p><p>Fighter (Fighter)</p><p>Monk (Fighter)</p><p>Paladin (Cleric)</p><p>Ranger (Cleric or Fighter, if you use the spell-less Ranger)</p><p>Rogue (Thief)</p><p>Sorcerer (Magic User)</p><p>Warlock (Magic User)</p><p>Wizard (Magic User)</p><p></p><p>Just provide more niche protection.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9170807, member: 7023840"] Well, since I mentioned it, I might as well offer my view. First, I think that your proffered roles aren't necessarily bad, but I think that they also reflect a specific view of the game. When I see them, I see a focus on a tactical combat-focused game that would necessarily use minis, for example. And perhaps that is where D&D is going, with the emphasis on DDB and the VTT. But that's not what I, personally, want. Broadly, I want four roles- A. Combat. This is the "fighter" role. You can have an emphasis on offense or defense (or a mix). But these are the classes that are "front-line." B. Casters. These are the squishy dudes who lack the hit points, weapons, and armor to get into combat, but make up for it with the ability to cast spells. C. Half-and-half. A little combat, a little casting. Not as good at combat as A, not as good at spellcasting as B. D. Skills. These are the classes that aren't spellcasters, are better at combat than casters (but worse than the combat classes), but make up for it in having a plethora of out-of-combat abilities. Now, if you look carefully, you'll notice that this just happens to map on to the original "Core Four" (Fighter, Magic User, Cleric, Thief). And I think that there's a good reason for that- given sufficient niche protection, these are the four archetypes that you would want, with every other class being a variation of one of those. Barbarian (Fighter) [S]Bard[/S] Cleric (Cleric) Druid (Cleric) Fighter (Fighter) Monk (Fighter) Paladin (Cleric) Ranger (Cleric or Fighter, if you use the spell-less Ranger) Rogue (Thief) Sorcerer (Magic User) Warlock (Magic User) Wizard (Magic User) Just provide more niche protection. [/QUOTE]
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D&D is a Team Sport. What are the positions?
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