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This definitely depends on teh group. The last few sessions I've run, the paladin (defender) and mage (controller) have really shone.

It sounds like you might prefer playing a striker, though.
 

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In my game, spotlight seems to be granted less by mechanics and more by who is clever and/or bold. The controller wins out because he is quite clever and quite bold, though this of course has nothing to do with his sheet. The defender is next, and this is partially mechanical, because his durability helps him to boldly rush into the heat of battle. Our Warlord has been getting good spotlight, too, and he just learned, halfway through last session, that he really does have more powers than Inspiring Word and Furious Smash. With the least spotlight is the striker, because he tends to hang back.
 

As DM, I can direct the spotlight a bit; I use this to encourage newer or quieter players by calling attention, either in or out of character, to the effects and situations they cause. Instead of just "it missed" or "it hits for 14 damage"...

"It swings wildly, blinking its eyes. It looks like it's still dazzled from the cleric's spell."

"It glares angrily at the sorcerer, but it doesn't dare turn its back on the knight."

"Let's see, it's dazed and prone? AGAIN? Who did that? OK, it stands up, and as a free action it says some mostly inaccurate things about the wizard's mother."

"Missed by 1, again. That's the 5th hit your Holy Nimbus has prevented. Next campaign is gonna be Dark Sun, where there are no clerics."

"It gives up on hitting you; your armor is too tough. It charges the ranger instead. Take your free attack."

This kind of description reinforces the impact that the character is having.
 
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I find that our group may get excited for a moment when I, the wizard, does some neat combo with my zones but for some reason when the Barbarian comes charging in with his massive executioner's axe and does a crap load of damage, most of the player's start cheering and saying things like "did you see how much damage he did to that guy?"

My group tends to find the enemy dying in the fastest and most damaged way to be the most exciting.

Shuffling the enemies around all day long is cool and all but at the end of the day they seem to like dead monsters.

As you say, this is a group thing rather than an edition thing.
 

Obryn mentioned sports above, and I think that's a very good comparison - especially when it comes to fans.

A good team is obviously composed of solid defence and offence, but really, to the mass public it's the guys who score a goal/touchdown/slam dunk that get all the glory. But most fans know that it's all about setups - that goal wouldn't have happened if it wasn't for that earlier midfield play, and the team as a whole wouldn't have won without the defenders blocking the other team's drives. Doesn't stop the high-scorers pulling in a better salary though :D

In our group, we initially had three strikers. The rogue consistently dealt massive damage, so much so that the beastmaster ranger began to complain that he was falling short. But as we played longer, and everyone began to understand the system better, we began to see that every single point of damage dealt against that beast potentially changed everything. Mainly because by this stage, everyone was working better as a group.

As many people above have said, from the DM's side of the screen it really is the defenders, controllers and leaders who mess with your plans the most, and it really helps to let the players know that whenever possible.
 

In our group every role gets roughly equal spotlight I would say but there is a slight bias in favour of striker damage and against defenders. The trouble with playing a defender is that unless the DM tells you you don't know whether or not you are affecting the monsters behaviour, or if the creature would just have attacked you anyway. If you assume that a monster would never attack a defender out of choice you can assume that every time the monster attacks they are in the spotlight...but its not very exciting. Having said that, a round where the defender uses action points and powers to thrown off a bunch of effects, heals up to full and charges back into the action after being almost down, can be very dramatic.

Our stikers tend to be memorable by their action point rounds too. A current favourite in our group seems to be based on the rogue knockout power. In one campaign we all sit back and watch the devastion of the rogues 'knockout double tap' round (knockout plus crossbow CDG, plus free crossbow on a crit). Another rogue follows up with a neck cut (bloodbath) and 1 or 2 offhand strikes. These are spotlight rounds

Controllers have their moment by killing every minion in the room, or removing the enemy defender from play for most of the fight, but it never seems quite as dramatic compared with the 3e encounter ending powers like earthquake and prismatic spray
 


As many people above have said, from the DM's side of the screen it really is the defenders, controllers and leaders who mess with your plans the most, and it really helps to let the players know that whenever possible.

I think this is an over exaggeration. Defenders and controllers mess up the DM's plans for a few rounds. Leaders change the momentum of battle back towards the PCs. But, Strikers change the course of battle permanently more often than any other class. As DM, nothing messes up my plans as much as NPCs dying quickly. Partially or fulling locking down a foe is nothing compared to killing it.


Although every role is important, people rarely cheer for the left tackle. They cheer for the quarterback. Even with the knowledge that the left tackle helped set up the play.


When the controller knocks down a foe, but the foe gets back up and charges a PC anyway, it doesn't have the impact of the striker blooding or killing a foe. Or when the controller slows a foe or dazes a foe and the foe still gets an attack.

When the defender takes a hit from a marked foe, the players often do not know if the foe attacked the defender because it had to, or because it would have attacked the defender anyway.

Every player adds to the overall win and every PC does get opportunities to shine, but the encounter in / encounter out PCs that tend to get the decisive portion of the take downs are the strikers. It's the second most necessary role because damage is 99% of the time (shy of rare NPC negotiation or Intimidate if your PCs do that), the only way to win a battle (even running away is usually based on damage). Leader is the most necessary role because it's the one thing that can overcome NPC focused fire, but striker comes in a close second.

Note: To verify this, go play Lair Assault. Balanced teams tend to get crushed because they don't have enough healing/damage mitigation and they don't do enough damage (another form of damage mitigation). Teams consisting mostly of Leaders and Strikers breeze through it.


If NPCs had true strikers (i.e. monsters that did 1.5 to 3 times the damage of other monsters) like PCs do, PCs would lose a lot more than they do now. Brutes and lurkers typically do 1.2 to 1.33 times the damage of other monsters.

Players are so used to the high damage output of strikers that they do not even realize how significant to winning encounters faster it truly is. It becomes commonplace to some people.

A low level party with 2 defenders, a leader, and a controller will typically take out a same level group of foes in 5 rounds, sometimes 4 if the controller can target multiple foes. A party with 3 strikers and a leader will typically do it in 2/3rds of the time and take less damage doing it. There's a major difference in dropping a third of the rounds off an encounter, and the defender having an AC 3 better. One is a 33% decrease in damage from the NPCs, the other is a 30% decrease in damage (50% chance to hit drops to 35% chance to hit) for 2 or 3 foes (with 2 defenders, instead of all of the foes). A party with 1 defender, 1 leader, and 2 controllers will often get crushed because the controllers will be targeted frequently and fall frequently, using up more leader resources.

Strikers not only kill foes faster and end the encounter faster, they are one of the biggest damage mitigators (even better than defenders) because they end encounters quicker, hence, the foes have fewer attacks against the PCs and do less damage to the PCs.

A party without one or more strikers will win the easy fights, but they will drag out. The hard fights will seriously impact such a party because even with focused fire, it typically takes 3 or more successful focused fire hits (sometimes a lot more than 3 at high level) to take out each foe. And this becomes more and more obvious as PCs increase in levels.

Football has a similar analogy. A team with a mediocre tackle and a great quarterback will win more games than a team with a great tackle and a mediocre quarterback. All positions are necessary and all positions have opportunities to shine, but some positions help win more than others.

Note: There are exceptions to this general rule. There are players who play tactically brilliant and optimize their non-striker PCs and significantly impact an encounter in many ways. But as a general rule, Strikers impact encounters more than most other roles most of the time. And the reason for this is that Strikers tend to do 1.5 (at lower levels) to 3 times (at higher levels) the damage of other roles (shy of a few nova rounds that some other roles can sometimes manage). If Strikers were more like Brutes and Lurkers at 1.2 to 1.33 times the damage of their peers, then it would be a bit more balanced. Course, that would require a slight adjustment to monster hit points, etc.
 

All positions are necessary and all positions have opportunities to shine, but some positions help win more than others.
This is the key point in your post and indicates you disagree with the OP. I agree with you that all positions have opportunities to shine. The rest of your post I think is off-topic, but also worth reading.
 


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