I don't think this works in a game with melee strikers (or other roles). If a striker and defender are both within attack range. The optimal thing to do is attack the striker. The striker is both more dangerous and more fragile. Attacking a defender is simply a sub-optimal move. Thus the game requires extra mechanics to punish that choice.
Look at how players approach a mixed group of monsters. They will gut the healer and mage first, and then move on to the rest.
If a striker and a well built defender are both within attack range and you attack the striker
the defender will gut you like a fish. Players approach a group of monsters trying to gut the healer and mage
because monsters very seldom have Defenders. Although best practice for PCs approaching a group of monsters would be to freeze out the Defender (not kill - immobilise will work) then take the healer and mage, then everyone before the Defender. But if you can't freeze the defender out they become one of the top three targets, and sometimes the top one.
Worthwhile Defenders who are being ignored outdamage Strikers.
I don't think controller is well defined at all.
...
Here's the real deal, however. "Control" as it is defined in the game is literally just a way to prevent damage to your group.
This is partly true. The Controller's actual role is
making the DM tear their hair out. Simple as that. If the DM isn't glaring at you at least every other encounter you aren't doing your job. It's a hard role to play well - you need to be able to seize opportunities and tell the DM's monsters straight up that they aren't doing what they think they are. Other than myself I know three other players IRL I would trust to play a controller that's more effective than a striker in the party would be, out of several dozen D&D players, and one of them would much rather make things go BOOM anyway.
The way a well played controller works is a
Defeat in Detail. In a 4 vs 4 fight a Controller is doing their job properly if they can neutralise
two of the enemy at the same time, turning the fight into 3 strikers vs 2 monsters followed by a second fight of 3 strikers vs 2 monsters. If they don't regularly create an overlap a striker would be more useful.
Leaders are panic buttons. Two leaders is
always too many - and a well coordinated group can get by without one and only a multiclass feat or two (that said in a striker heavy party a Warlord shouldn't go amiss). A leader serves to blunt the enemy's focus fire.
And Defenders should be
more dangerous than strikers unless the enemy does what the Defender wants.
My friends and I used to have this argument all the time in 3.5e, we had a couple people who were absolutely convinced that their character was super awesome because of all the defenses they had. Until we replaced them one day with someone who had no defenses and was all offense. We finished battles quicker and the entire party took less damage.
Textbook mistaken when building Defenders. Defenders should be built for Offence - they should just be tougher than the rest of the party. But a lot depends how obliging the DM is in targetting the Defender.
We actually used to get rather angry at people for attempting to "control" in both 3.5e and 4e. Most of the time the controller did almost nothing because they'd put down an AOE that would prevent the enemies from acting and would also prevent all his allies from attacking the enemies. So we'd have to sit around and wait for an extra 3 rounds for the AOE to wear off before we could engage the enemy. When if we could have attacked, we would have just beat them.
Now that's just bad tactics. The controller should prevent
half the enemies from acting, leaving the other half of the enemies to fight the rest of the PCs without help. As I said, defeat in detail.
We used to have a friend who played a Rogue/Wizard/Arcane Trickster in 3.5e who had this setup he'd do. He's turn invisible, he'd get into a proper position which was far away not to be hit and close enough to cast a 30 foot ranged spell and then he'd attack with an orb spell so he got sneak attack. He almost never did damage before the 3rd round of combat. Most of our combats ended in 2 rounds and he used to get super frustrated that his great idea was ruined because we'd beat the enemies too quickly. Then he managed to get off the combo one day and did something like 55 points of damage. We pointed out to him that he could have done 35 damage in round one by simply moving into a flanking position and attacking. Then he could have done another 35 the next round and then again the round after. Meaning, he could have done almost double his damage by not casting any spells at all.
Gagh! Pet hate. And very bad tactics.
I've never really seen a fighter who hits "REALLY BLOODY HARD". The problem is the game is set up so that only those with bonus damage of some sort hit hard.
Most of the time this decision for enemies is: Do I hit the Fighter who has AC 32 or do I hit the Rogue who has AC 26? I get a -2 to hit the Rogue, but that still means he has AC 28. If I make the attack, the Fighter is going to have a 50% chance of hitting me for 1d8+7 points of damage. If I let the Rogue live, he is going to have a 65% chance to hit me for 5d6+15 points of damage. Better to take the damage from the Fighter.
On the other hand I've never seen that sort of gap in AC. And a Defender who's sunk that much into defence is probably doing the equivalent of your "Not hitting until round 3" Rogue/Arcane Trickster.
Let's look at it.
Rogue with AC 26. What level?
Assume a Rogue with Dex at level 1 of 18 and leather armour. AC 16. Fairly standard baseline for a Rogue.
At level 10, a Rogue should have +5 bonus to AC from level, +2 leather armour, and a further +1 from Dex. AC 24 if they have
nothing beyond the baseline and are using inherent bonusses. Let's move them up to Level 12 (AC 25 now) and assume they've picked up one single extra bonus like +3 Armour, a Rhythm Blade in their offhand, that silly Mithral Chain Shirt from AV or something. Level 12 for AC26 is
very easy.
So. What will a fighter be in at level 12?
AC 10. Half level = AC 16. +3 Scale -> AC 28. Large Shield = AC 30. This is the upper end of the equivalent of the AC 26 Rogue. This is where the fighter should
stop unless they are alongside a collection of remarkably tough defenders. Adding more defence after this point is simply gilding the lily to the detriment of the fighter's ability to defend. And getting extra AC after +3 Scale and a Large Shield is actually pretty hard work. (Of course if the fighter is having to defend Strikers like the Avenger that can look after themselves more AC is more justifiable).
As for how hard the fighter hits, strikers add +1d6 damage/tier. The rest of it is all on power choice. Fighters get +1 to hit (which is worth a significant amount on its own) and have some very high damage powers (e.g. Rain of Steel). Your fighters unless they are actually getting pounded should be going flat out for damaging powers and feats.
gee, Thanks for letting me know I've been doing it wrong all this time for the nth time already. Still I want to know how this relates to the point of non-lethal characters being disabled from existing.
It doesn't. That's a crock. I don't like non-lethal characters, but there are a number of ways to do them in 4e. Including being the one who takes the enemies down and declaring you always knock them out. Or playing a pacifist cleric - or an intimidatomancer.
I'm still not convinced, and there are plenty of ways to tackle a dragon, you can buy him off, negotiate with it, befriend it, cheat him, evade him, why from all ways the only one-true way to deal with one has to be by pummeling it to death?
The problem is that combat is an
all hands to the pumps situation. It's a matter of immediate life and death. If you are not contributing in combat you are the equivalent of someone on a sinking cruise liner who is sitting in your cabin because helping is not in your job description when the entire ship looks as if it is about to sink and drown the lot of you. Yes, on a ship you can be the Captain, a navigator, an engineer, an entertainer, or any one of a dozen other roles. But if you don't help out when the ship is threatening to sink you personally are breaking the social contract and endangering the ship.