I like Roles

Love 'em for the opposite reason everything hates them.

It allows multiple archetypes to fill a party niche.

Long in D&D's history, we've assumed a fighter, cleric, thief, mage. Why not ranger, druid, illusionist, bard? Well, because none of those classes can fill the role of the former "generic" or main classes (hence sub-class status).

A ranger (at least a 2e or 3e one) can't take blows (lower AC, lower hp) than a fighter. He rarely does equal damage except to his favored foes. Against powerful foes (giants, orc barbarians) he's roadsplat.

A druid is a stong caster, but a poor healer. He lacks cures to many common negative status ailments, cures typically weaker than a cleric, and lacks raise dead. A druid playing the role of healer has to sacrifice much of his power (including wild-shaping) to do so.

An illusionist lacks much of the common damage-dealing and transportation magic wizards (or magic-users) are known for.

A bard can't find traps, scout, open locks, and isn't typically a good fit for the thieves job of keeping people alive and safe in dungeons.

We typically think of a ranger as a fighter-type, a druid as a priest, etc. However, they don't fill the same ROLE in a party as their generic counterparts.

Put each party against an equal CR foe, see which one has the most casualties.

Roles for the most part, eliminate that. Any class which is a defender is as good at melee defense as a fighter. You can play a fighter, or a paladin, or a swordmage, or a warden* and know you might be doing your job a bit differently than a fighter, but your ever bit as good.

Same with leaders (being roughly equal in general healing/status as a cleric), or controllers (druids make just as good as wizzies so far) or Strikers (rogues, rangers, warlocks, barbarians) all are good at high damage.

It allows you to fill a missing niche, but not get stuck doing it badly.
 

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My apologies for a long post, but I've thought about this kind of a lot, so I hope it's worth it. ;)

Three of the four roles have existed in every edition of D&D(and for that matter, most RPG systems):

Not the same roles. Not by a long shot. Most earlier editions had what you might call "dungeon exploration roles." Combat was an assumed risk, but so were traps and magical teleportation chambers, and you had three people to deal with these risks: one to bop goblins, one to disarm traps, one to basically solve magical puzzles, and one to put the other three back together again when they didn't do so hot.

It might help if I summarize what I said back in that noncombat roles thread, for context, so that's in the spoiler block.

[sblock=the true roles]
Take a step back and look at how combat in any edition of D&D actually behaves, why it's interesting, and why it generates tension.

The basic thrust of it is that you have two sides with a pool of points. Each side can take the others' points. The first team to 0 looses.

This is the basic game of D&D combat in any edition.

This basically implies two main roles: Attack (take points from the other side) and Defend (stop points from being taken from your side).

This can be made more robust, because there are kind of sub-roles for it:

Attack 1: Take points from the other side ("direct damage;" probably closest to the 4e striker).
Attack 2: Make it easier to take points from the other side (including buffing your side's damage, and de-buffing the enemy's defenses; 4e's Leader class does the former, but there's no specialist in 4e for the latter, it's spread out amongst all the classes with "conditions")
Defend 1: Give your side more points ("healer;" basically the main purpose of 4e's Leader role, though a bit of healing has been given to every character in the form of the second wind)
Defend 2: Make it harder to take points from your side (including buffing your side's damage resistance, and de-buffing the enemy's attacks; 4e spreads most of this out with conditions, and especially with movement, which is 4e's #1 buff and de-buff method).

The sub-roles don't really need to be divorced from the major roles; it kind of depends on how much granularity you want in your rules.
[/sblock]

So, any time there is a "first one to 0 looses" kind of system, there are at least two roles (and there can be a lot more if you want to get super-specific about what each role does, and for the important stuff in your game you do want to get pretty specific, because it's more interesting and strategic then).

Given that...

1. Defender=Tank--Aside from the minis skirmish aspects you describe, the Defenders role is to engage the enemy. The job of engaging the enemy does not require the miniatures skirmish stuff. Engaging the enemy is accomplished by being able to survive being engaged back while being dangerous enough that disengaging from you is a less attractive choice than beating you down. The monsters themselves mean to engage the PCs, preferably the squishy ones first, and what you accomplish as a Defender is making sure things go your way. This role exists independantly of the skirmish aspect of 4E, and the main difference 4E adds is that it is the first edition of D&D to truly give the Defender the tools to do this right.

The "stop the bad guys from taking my points away" role is in any "first one to 0 looses" system, and so it's in every edition of D&D combat. The icon of this role is usually the fighter. In earlier editions, the fighter was the only reliable combatant. Usually, they went in the front lines. Frequently, at early levels, they represented the greatest threat to the enemy. At later levels, they were often eclipsed by a Wizard, but even then they could last long after the wizard became useless (which, in earlier editions, was rather more frequent, as "gotcha" abilities were common, especially for spellcasters).

The fighter was always the most secure pool of points in the party. As long as the fighter lived (which it was the best at doing) the party could never die (resurrection, etc).

Where 4e's Defender takes a slightly different track, it is in encouraging enemies to target them. This improves their ability to keep points from slipping away.

However, 4e's Defenders can't do this from just anywhere. They need to be in fairly close range with the enemy (minis), and once they are there, the enemy can't get away easily (minis). The main method of avoiding this fate is by moving (minis).

Every edition's fighter managed to keep a pool of points from slipping away in combat. Only 4e's Defenders use battlefield positioning heavily to do so.

2. Leader=Healer--Its the Leader's job to keep everybody alive. This is the easiest one to understand, as you've stated.

Check out how often the Warlord moves little pieces of plastic around the board. Push, pull, shift, slide...these words are all most relevant to minis combat and not very relevant outside of it.

The 4e cleric doesn't do it very often, though.

And it's true that the "leader" role is the role that is closest to one of the actual roles: giving points back to your team is one of the most effective ways of making sure the enemy gets to 0 before you do.

3. Controller=Raw Power--Even detached from 4E's take on it, the Controller role has always been about applying as much brute force to the situation at hand as is possible, either through control or blasting. 3E's Wizard, while able to do a lot of what the Striker of 4E does and can even play games to summon Defenders and buff the party like crazy with things like Haste, was always at his/her best when asserting control, and it was a unique ability that nobody did better. Even good old AD&D Fireball spamming Wizards were Controllers first, though more often of the blasting variety.

Here you're starting to get part of that dissonance between the actual roles and 4e's stated roles.

In earlier editions, wizards actually were very binary in combat. Either they had nothing (I've used my Magic Missile, and now I basically run away) or they had it all (Sleep...battle's over). They would either make all the points go away in extreme attack vein, or they would basically only exist as easy targets, without real defenses.

What minis combat focuses on is positioning, movement, little fiddly bits of relative space. Controllers are in love with minis combat. Heck, the entire reason controllers *exist* is minis combat. Yes, every wizard could make a wall in earlier editions, too, but the wizard's JOB was generally to kill things and then get the hell out of the way (in the same way that the fighter's job was "don't die").

The 4e roles are not the same roles that these things always had. They share some similarities, but even leaders are defined, in 4e, by much more than "I heal hp" (which was pretty much what the cleric of earlier editions was defined by). Fighters were never very "sticky." Paladins didn't hurt you for ignoring them. Wizards weren't masters of zones. Thieves weren't just there to backstab. Those extra qualities are mostly about minis skirmish, about motion. It's important for 4e to have these, because the minis skirmish is at the heart of the game, but it's never been (and never will be) at the heart of MY games.

Indeed, in earlier editions, the "roles" were balanced out, in theory, by being about more than just combat. They were all ways to get to the end of a dungeon: fight (fighter), sneak (thief), or cheat (wizard), and one way to help you out when something went wrong with one of those plans (cleric). Thieves weren't supposed to fight, and Wizards were generally only supposed to fight things they could easily kill, and clerics were only supposed to fight enough to be able to heal up the others who were fighting.

The roles aren't exactly brand new, but they certainly aren't the same thing with a new coat of paint, either. They're as much about motion as they are about the points for each team, and in that way they are about minis (in a lot of ways, minis = motion)

They aren't. 4E uses a minis/skirmish style, and the roles define themselves within those terms, but the roles exist outside of minis/skirmish. Defenders engage, Leaders heal and buff, Controllers dominate, and Strikers hit hard and run away. Minis and skirmish rules are not necessary for any of that.

How do you tell if something is a Defender in 4e? In part, if it can stop things from moving (minis).

How do you tell if something is a Controller in 4e? In part, it moves around the enemy (minis)

How do you tell if something is a Striker in 4e? In part, if it has a high rate of movement (minis).

How do you tell if something is a Leader in 4e? In part, if it moves around your allies (minis).

What was a fighter known for in earlier editions? In part, having a high AC (points).

What was a wizard known for in earlier editions? In part, "instant death" spells and buckets of d6's (points). Also flight and teleportation and invisibility (exploration)

What was a thief known for in earlier editions? In part, the ability to climb walls, hide in shadows, and disarm traps (dungeon exploration). Also backstab (points).

What was a cleric known for in earlier editions? In part, the ability to heal hit points and increase the party's defenses (points). Also divination (exploration).

A cleric is not a leader. A fighter is not a defender. A wizard is not a controller. A thief is not a striker. The 4e roles are similar (combat is still a "first to 0 looses" system after all), but have adopted qualities intrinsic to minis combat (movement).

I think we pretty much see eye-to-eye on the other stuff. :)
 

You know, I'd love to see you back that claim up with you know, some evidence?

I can! I can! Of course, I'm assuming that a "good" feat will increase your ability to successfully battle monsters and complete adventures. If your idea of a "good" feat is one that you select to mechanically define your character, one that your character would pick, or a feat designed to add flavor to a campaign or world, then my evidence will not work since your definaiton of "good" is different from the one I'm using.

The most obvious examples of bad feats in 3.5 are Stealthy, Persuasive, and the other feats that give +2 to two skills. Taking those feats are not effective ways to make yourself good in those skills. Toughness is also a bad feat. Well, it's good for one shot (very)low characters but for everyone else it's a bad feat.

Power Attack is considered a super good feat. A high Strength, full BAB character with Power Attack steamrolls many monsters.

As for skills, it's more subjective. It all depends on the type of campaign your playing. Think of it this way; is there a skill on the 3.5 list you never rolled or used?

Is this good enough for you? I can go on if need be.

You can also go here to learn about the ins and outs of the system. Of course, some of it was developed with the intent to never be used but it's where the best system nuts go to do their thing.
 

How do you tell if something is a Defender in 4e? In part, if it can stop things from moving (minis).

How do you tell if something is a Controller in 4e? In part, it moves around the enemy (minis)

How do you tell if something is a Striker in 4e? In part, if it has a high rate of movement (minis).

How do you tell if something is a Leader in 4e? In part, if it moves around your allies (minis).

4E Defender=marking plus defense. It has little to do with movement or minis on a fundamental level. Only the Fighter class denies movement to a greater degree than all 4E classes do(which I will admit makes them the most effective Defenders). The only movement denying abilities of Paladins and Swordmages are the same generic opportunity attacks everyone gets, and Paladins and Swordmages can be built to suck at those same opportunity attacks by dumping Strength.

4E Controller=multiple targets. You can make a perfectly effective Wizard who just takes all the big blasty spells like Fireball and Lightning Bolt and doesn't bother with moving enemies or setting up zones at all. I've seen it done, and it still works. The fundamental Controller ability is multiple targets.

4E Leader=Healing and boosting allies. You can build Clerics and even Warlords without using any powers that move enemies or allies, because that is not the funamental part of the role.

4E Striker=Damage and mobility. While mobility does involve the gaming grid to a large extent, things like teleportation, flanking, and basic positioning have been a part of D&D for a long time and are still heavily used in games that don't use the grid.



What was a fighter known for in earlier editions? In part, having a high AC (points).

What was a wizard known for in earlier editions? In part, "instant death" spells and buckets of d6's (points). Also flight and teleportation and invisibility (exploration)

What was a thief known for in earlier editions? In part, the ability to climb walls, hide in shadows, and disarm traps (dungeon exploration). Also backstab (points).

What was a cleric known for in earlier editions? In part, the ability to heal hit points and increase the party's defenses (points). Also divination (exploration).

A cleric is not a leader. A fighter is not a defender. A wizard is not a controller. A thief is not a striker. The 4e roles are similar (combat is still a "first to 0 looses" system after all), but have adopted qualities intrinsic to minis combat (movement).

I think we pretty much see eye-to-eye on the other stuff. :)

A Fighter is a Defender because while marking in D&D didn't exist prior to 4E, high defense did.

The Wizard is a controller because the Wizard is the master of the Controllers primary ability, and that is targetting multiple enemies.

The Cleric is a leader because the Leaders primary method is healing and buffing. Clerics dominate healing in all previous editions of D&D.

The Thief sucked in combat, and isn't a part of this equation. Backstab was almost impossible to pull off using the rules as written. Most people who had any sense played Mage/Thieves and Fighter/Thieves in AD&D, or accepted that they sucked in combat.
 

I really think that there is some broad disagreement on what the roles actually mean (see the various "what role is the Barbarian?" threads that could take the same basic mechanics and come up with at least two different views of what role that made them). I'm mostly trying to base this in evidence, and it isn't a binary system -- it's not something you are or you're not, it's more a descriptie system -- it tells you what you are going to do be doing in combat. All the 4e roles tell you, to varying degrees, how you move things around in combat (thus making them minis-focused...some cases [controllers] are MORE about minis than others [leaders]).

4E Defender=marking plus defense. It has little to do with movement or minis on a fundamental level. Only the Fighter class denies movement to a greater degree than all 4E classes do(which I will admit makes them the most effective Defenders). The only movement denying abilities of Paladins and Swordmages are the same generic opportunity attacks everyone gets, and Paladins and Swordmages can be built to suck at those same opportunity attacks by dumping Strength.

Things pointing to movement:

#1: They can only mark things that they are close to (they must move to be next to them)

#2: Once marked, they need to stay close (fighters are sticky, paladins can't run, swordmages pop in and out next to them).

#3: Strength is not a dump stat for any Defender, making them good at the Opportunity Attacks that are provoked for enemies moving. If Strength ever became a Defender dump stat, I'm sure it would just be replaced with another ability that made them equally as good.

4E Controller=multiple targets. You can make a perfectly effective Wizard who just takes all the big blasty spells like Fireball and Lightning Bolt and doesn't bother with moving enemies or setting up zones at all. I've seen it done, and it still works. The fundamental Controller ability is multiple targets.

Things pointing to movement:

#1: Many spells that slide, push, or pull just as a side effect.

#2: Zones! Oh the zones!

#3: Even "multiple target" spells vary in effectiveness depending upon the position of minis on a battlefield, meaning that the best strategy is one that revolves around motion (and thus, minis).

4E Leader=Healing and boosting allies. You can build Clerics and even Warlords without using any powers that move enemies or allies, because that is not the funamental part of the role.

Closest to accurate. This is the closest to the "real" roles. Warlords still love moving around little pieces of plastic.


4E Striker=Damage and mobility. While mobility does involve the gaming grid to a large extent, things like teleportation, flanking, and basic positioning have been a part of D&D for a long time and are still heavily used in games that don't use the grid.

There is quite a volume of difference between teleporting long distances and bamfing three squares at a time, and between backstab and combat advantage/flanking.

I mean, I'm not trying to argue for purity, here. It's not like they're ONLY minis-based. But each role has a strong movement component to it: something that isn't needed when you're just talking about what they do during a "first one to 0 looses" contest. This component certainly popped up occasionally in earlier editions (especially 3rd), but it is undoubtedly stronger here, and is part of the roles system.

A Fighter is a Defender because while marking in D&D didn't exist prior to 4E, high defense did.

I think that typifying everything with a high AC as a Defender misses the assumptions that go into a 4e Defender-role.

The Wizard is a controller because the Wizard is the master of the Controllers primary ability, and that is targetting multiple enemies.

Likewise, I think typifying everything that targets multiple enemies as a Controller misses the assumptions that go into the 4e Controller role.

The Cleric is a leader because the Leaders primary method is healing and buffing. Clerics dominate healing in all previous editions of D&D.

Close, but this is the least minis-focused role.

The Thief sucked in combat, and isn't a part of this equation. Backstab was almost impossible to pull off using the rules as written. Most people who had any sense played Mage/Thieves and Fighter/Thieves in AD&D, or accepted that they sucked in combat.

I think the interesting question is: "why did they suck in combat?"

While not exceptionally satisfying for every play style, the answer, "because it's okay to suck in combat if you're good at some other stuff," speaks to me about the intentions of the roles in earlier editions that, even by 3e, was mostly shifted onto combat.
 

I think that it makes for cookie cutter characters? I want to play a character rather than playing a role.

'Defender' doesn't define your character anymore than 'fighter' does. Developing a character is independent of choosing a role. Role is a mechanically summary, not the word you put under the 'personality' entry on your character sheet.

Who are you?
A defender!
What do you do?
Defend!
What kind of hobbies do you have?
Defending
What did you do last night?
Defended
Have you ever been in love?
Why do you ask?
Why are you being so defens... ooohhh...


On topic, the thing I like about roles is similar to what Rem talks about. I've played many characters for many different reasons. Sometimes I have a concept I'm excited about first, but other times I don't, and I'm more open. I have began more than a few campaigns by stating "I'll play whatever the party needs and go from there". So have my players. Over the course of the edition, many different classes will fall under the same role umbrella, making it easy to fill the roles for a group and still have a wide choice of character options.
 

Things pointing to movement:

#1: They can only mark things that they are close to (they must move to be next to them)

#2: Once marked, they need to stay close (fighters are sticky, paladins can't run, swordmages pop in and out next to them).

#3: Strength is not a dump stat for any Defender, making them good at the Opportunity Attacks that are provoked for enemies moving. If Strength ever became a Defender dump stat, I'm sure it would just be replaced with another ability that made them equally as good.

The fact is that you can build Paladins and Swordmages that don't involve movement to a greater degree than the Dimension Door spell did. You can build Paladins and Swordmages that don't have a single power that move enemies or themselves. Its not a FUNDAMENTAL requirement of the role. It can't be if you can build the class without it. I said before that the role of Fighters/Defenders in every edition was to engage the enemy. Needing to stay close has been pretty much a constant, and while Fighters/Defenders have often used ranged attacks, their primary role was always being close. Strength is a dump stat for many Paladins and Swordmages. A Paladin who uses Charisma for attack roles needs Constitution and Wisdom more than he needs Strength, and is likely to dump it to a large degree and suck at opportunity attacks. A Shielding Swordmage who boosts Constitution and Intelligence doesn't benefit significantly from strength beyond the 13 needed for hide armor, and get more benefit from boosting Wisdom or Charisma for skills and Will defense. The Swordmage can take Intelligent Blademaster to have effective opportunity attacks though, and probably should.

Things pointing to movement:

#1: Many spells that slide, push, or pull just as a side effect.

#2: Zones! Oh the zones!

#3: Even "multiple target" spells vary in effectiveness depending upon the position of minis on a battlefield, meaning that the best strategy is one that revolves around motion (and thus, minis).

Many spells do have those effects(zones, moving enemies), but the fact is you can build a Wizard without having any. It again can't be a fundamental part of the role if it can be ignored. While it can be ignored, its difficult to build a Wizard without targetting multiple enemies, and doing so would be little different than building a 4E Fighter with 12 Strength and leather armor in terms of sanity. Multiple target spells varying in effectiveness depending on position existed in previous editions, and exists in games that don't use minis.



Closest to accurate. This is the closest to the "real" roles. Warlords still love moving around little pieces of plastic.

Tactical Warlords love that. Inspiring Warlords tend not to. Again, you can build a Warlord without any powers or effects that move around little pieces of plastic. You can't build a Warlord who can't heal and buff. Its not fundamental if you can build a character without it.


There is quite a volume of difference between teleporting long distances and bamfing three squares at a time, and between backstab and combat advantage/flanking.

I mean, I'm not trying to argue for purity, here. It's not like they're ONLY minis-based. But each role has a strong movement component to it: something that isn't needed when you're just talking about what they do during a "first one to 0 looses" contest. This component certainly popped up occasionally in earlier editions (especially 3rd), but it is undoubtedly stronger here, and is part of the roles system.

What you are saying means nothing. The minis and tactical movement/positioning thing does exist. Where you are getting this wrong is that the minis focus is a focus of 4E as a whole, and not inherent to the four roles. As the game as a whole focuses on minis and movement/position, it goes without saying that roles and classes have abilities that do this. They just aren't fundamentally defining to the role in a way that demands minis.



I think that typifying everything with a high AC as a Defender misses the assumptions that go into a 4e Defender-role.

I'm not talking AC, I'm talking defense and survivability. AC is just one part of that. Defenders are the only 4E characters that can consistently survive being attacked by multiple enemies round after round. In previous editions, Fighters/Defenders engaged the enemy in close combat in an attempt to take more attacks than other party members with less defense, and they had the ability to do this and survive.


Likewise, I think typifying everything that targets multiple enemies as a Controller misses the assumptions that go into the 4e Controller role.

Targetting multiple enemies is what the Controller does above and beyond what everybody does. As I've stated before, you can build a Controller without your assumptions in 4E and have a viable character.

Close, but this is the least minis-focused role.
None of the roles are minis-focused in and of themselves. Its the 4E system overall that is minis focused.

I think the interesting question is: "why did they suck in combat?"

While not exceptionally satisfying for every play style, the answer, "because it's okay to suck in combat if you're good at some other stuff," speaks to me about the intentions of the roles in earlier editions that, even by 3e, was mostly shifted onto combat.

In the vast majority of games, half of the time was spent in combat. Spending half of the game sucking at life doesn't sound interesting when there are alternatives. I don't understand playing a straight Thief in AD&D when Mage/Thief and Fighter/Thief are available. You sacrifice a small fraction of your Thiefdom in return for vastly increased combat ability and in the Mage/Thief's case doubling your ability outside of combat.
 

What you are saying means nothing. The minis and tactical movement/positioning thing does exist. Where you are getting this wrong is that the minis focus is a focus of 4E as a whole, and not inherent to the four roles. As the game as a whole focuses on minis and movement/position, it goes without saying that roles and classes have abilities that do this. They just aren't fundamentally defining to the role in a way that demands minis.

I think you're slightly misinterpreting my posts. I was probably not as clear as I maybe should have been.

4e's roles have a strong minis/tactical movement/positioning quality to them. This is good for 4e, because 4e loves it some minis skirmishes, and, like anything that the game considers important, it should have a lot of detail.

4e Roles, in part, define how, under what conditions, and with what effects, you move your piece of plastic, or others' pieces of plastic.

This is a "strong tactical movement quality."

It's not pure, that's not ALL the roles are about, but it is pronounced, the roles DO have this angle.

As an example, a "defender" in 4e is more than just a class with a high AC, or a class with a marking ability. It is also, in part, a class that limits the movement of enemies, after engaging it in melee.

That is a pronounced angle for minis combat to the role.

The defender does other stuff, too. But it has that angle. Every role has that angle. It is a big part of how they do their jobs. It's not the only part, but it's an important part, and it's not a part that can be easily overlooked (except by some Leaders, maybe).

That's part of why I don't see these as pure combat roles. The "actual" combat roles don't have anything to do with movement, because movement isn't a part of what combat is when you boil it down to its defining feature (a game of who gets to 0 first).

That's why I think the 4e roles are useful for 4e, and a great shorthand, but also why I resist the idea that "defenders have always existed!"

Not really. Not in the same way that 4e uses the concept. A 1e fighter is not a Defender because he has high AC. 4e's use is more specific than that.
 

Defenders

Things pointing to movement:

#1: They can only mark things that they are close to (they must move to be next to them)

#2: Once marked, they need to stay close (fighters are sticky, paladins can't run, swordmages pop in and out next to them).

#3: Strength is not a dump stat for any Defender, making them good at the Opportunity Attacks that are provoked for enemies moving. If Strength ever became a Defender dump stat, I'm sure it would just be replaced with another ability that made them equally as good.
Fighters can mark anything they attack, even with ranged weapons. The basic role of the defender in 4e has not changed since the days of oD&D: Stop the enemy getting to the squishy bits of the party who are not encased in half a ton of metal. This has been true from the start, fighter has never been about raw damage output, but protecting his party members. 4E just gives them the tools to actualy do this.

Controlers
Things pointing to movement:

#1: Many spells that slide, push, or pull just as a side effect.

#2: Zones! Oh the zones!

#3: Even "multiple target" spells vary in effectiveness depending upon the position of minis on a battlefield, meaning that the best strategy is one that revolves around motion (and thus, minis).
To answer your points here:

1: Bigby's forceful hand, and other such spells. This is controlling the battlefield.

2: Various wall spells in previous edition, fog spells, grease. Battlefield maipulation. THis is controlling the battlefield. No mini's needed.

3: Fireball, lightningbolt, flaming hands. All in previous editions, and all vary in effectiveness based upon the position of the enemies on the battlefield. Whether you want to run this as dm's description, markings on a piece of paper, or custom, handpainted mini's on an elaborate 3d terrain set this doesn't change. Where are my allies, how concentrated are the enemies, will this blast kill the thief?

Leader

Closest to accurate. This is the closest to the "real" roles. Warlords still love moving around little pieces of plastic.
No real plastic required. You can use the movement related powers just using imagination. It will be a little less precise, but if you could do it for area spells in previous edition you should be able to do it for movement based powers.

There is quite a volume of difference between teleporting long distances and bamfing three squares at a time, and between backstab and combat advantage/flanking.

I mean, I'm not trying to argue for purity, here. It's not like they're ONLY minis-based. But each role has a strong movement component to it: something that isn't needed when you're just talking about what they do during a "first one to 0 looses" contest. This component certainly popped up occasionally in earlier editions (especially 3rd), but it is undoubtedly stronger here, and is part of the roles system.
All combat systems in any rpg are a first one to 0 looses contest. Part of combat really. Again this has been true for D&D ever since the concept of hitpoints were introduced.

I think that typifying everything with a high AC as a Defender misses the assumptions that go into a 4e Defender-role.

Likewise, I think typifying everything that targets multiple enemies as a Controller misses the assumptions that go into the 4e Controller role.
High ac =/= defender true, but targetting multiple enemies is the main schtick of the controller.

Skill Monkey

Close, but this is the least minis-focused role.

I think the interesting question is: "why did they suck in combat?"

While not exceptionally satisfying for every play style, the answer, "because it's okay to suck in combat if you're good at some other stuff," speaks to me about the intentions of the roles in earlier editions that, even by 3e, was mostly shifted onto combat.
Unfortunately, especially in 3rd but also in previous editions, the "I am awesome out of, but not in, combat role" meets the "I am more awesome at everything schtick" and get relegated to the sidelines. 4e allows everyone to participate at everything. If you choose not too, then you don't have to, just don't expect a bonus in other areas of the game. This is called min/maxing I believe?

Phaezen
 

Frankly, the concept of roles irritates me. A lot. Or at least the way Wotc chose to approach it. If anything, 4e seems to drive home the implicit assumption that a PC must fall into one of four roles -

1) Front line melee
2) Trapfinding/sneak attack but less front-line capability
3) Fragile caster with utility/offensive/control spells
4) More durable caster with healing/support spells

And ideally, all 4 roles should be filled out. Supposedly, the game is balanced along these assumptions. The fighter moves to the front, rogue attempts to flank and SA, cleric moves close to whoever needs healing, while wizard stays far away from the thick of combat (or some minor variation thereof).

And classes are built around the role pre-allocated to them. So it becomes something of a self-fulfilling prophecy. In theory, your fighter doesn't have to be a defender, as roles are supposed to be little more than a guideline on how he might be played. But in reality, he can never be anything else other than a defender, because all he does get are defender'ish abilities which basically let him defend better. You could try playing him like say, a striker, but he won't be very adept at it, and will probably fare worse than a dedicated striker. So in the end, to ensure that you can haul your own weight in the party, you have to obediently resume the mantle of defender, since that was your core competency to begin with.

I can come up with a million different ways of portraying and fleshing out my PC's personality and background, but I am ultimately limited to just 4 approaches my character can take to adventuring? What the heck...?!? :(

Honestly, I prefer 3e's free-form multiclassing system more, where roles were something you had the liberty of building your character concept around, rather than being hard-coded into your choice of class. This allows you access to builds which did not necessarily have to conform to the 4 standard roles, resulting in your own hybrid creations tailor-fit to your individual preferences.

Anyone share my views, or am I alone here...? :p
 

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