D&D 5E What are the Roles now?

aramis erak

Legend
And everyone also knows the combat involves both offense and defense. To call the fighter a defender is to make them choose between the two, and the rogue has no business at all being called either. The rogue is a back-up character, and a sneaky character who sometimes tries to backstab for extra damage. The wizard, meanwhile, doesn't really control anything.

The Rogue has been a major damage dealer in 3e and 4e, and still is in 5e.

The role of the Thief/Rogue class has changed drastically from my point of view...
in pre-3e editions, the Thief is the traps and "carry the ropes up" guy. His "role" was primarily non-combat.
In 3e and later, the Rogue is almost entirely about extra damage and extra skills. his "role" was that of hitting the enemy.
 

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SirAntoine

Banned
Banned
AD&D tells players that fighters fight (it's in the class name, the hit dice, the attack tables) and that magic-users are very vulnerable and should avoid being caught in open melee. Gygax, in his rules for levelling, expressly calls out the player of a fighter whose PC cowers, or the player of a MU whose PC gets into melee, as POOR players.

How is this not the game telling players what the combat roles of characters of these classes is?



Seriously?

The meanings of the 4e role lables was discussed in detail some hundreds of posts upthread.

These complaints are about as powerful as complaining that because my class is called Thief, I am obliged to steal stuff; that because my class is called Cleric, that I am obliged to spend my time copying religious manuscripts; that because my class is not called Magic-User, I can't cast spells or use any other magic; that because my class is not called Fighter, I can't fight; or that because my class is called Fighter, I can't negotiate or retreat.

The game has been giving generic English words the job of serving as technical labels since day 1. 4e didn't suddenly just conjure this out of nowhere!

I'll treat this post as you weren't in a very good mood.
 

SirAntoine

Banned
Banned
OK. I'll try this one more time. Long post to follow. Where I make statements about play-styles, these are in my experience in the various groups I have played in over the last 35+ years. They may not be your play-styles, but they ARE ours.

Let's start with the basics. D&D, as a game, uses dice mechanics to adjudicate the results of player actions. The mechanics of these rolls have changed between various incarnations/editions of the game. The first edition and AD&D, because they were adaptations of what originally was a tactical war-game, had a variety of (generally) disconnected mechanisms for adjudicating how a dice roll affected what you, as the character, were trying to accomplish. Sometimes you rolled high for success. Sometimes low meant success. Often you would roll different types of dice (d20 vs d100). Because of these differences, there was very little synergy between the various mechanisms. The only way to increase your sneak skill was gaining a level in thief or through using one of a handful of magic items (Dex had so little effect that the maximum bonus on most thief skills was +10% at an 18, an uncommon score to say the least). Other changes to your character really didn't affect that skill in any way.

Because of this, build choices were very limited. There is an EXCELLENT thread on the boards right now about the old L&L columns that has demonstrated this. I believe the thread author found something like 6 character choices necessary to build an AD&D character. What does this mean? Outside of the features of the class (like hp, backstab, turning undead), the tactical role of a character in combat was unconstrained. Take a fighter, for example. In AD&D, a fighter had the ability to wear armor, along with the ability to excel in melee combat. This did not mean that the fighter had the "role" of defender, or striker, or anything else. What it meant was, the fighter had the ability to, depending on the circumstances of the adventure, use tactics that would fit a variety of circumstances. If my party was about to face a kobold army, the fighter might dress in plate mail and shield and try to prevent the kobolds from meleeing the squishier characters. If we are sneaking into a fortress, the fighter could wear lighter armor and wield a larger weapon. Or, the fighter could use a strength-bow and light armor, to be a mobile, ranged combatant. In a game where gp were xp, tactics varied wildly from encounter to encounter, as many groups played to maximize profit and minimize danger. The fighter had no "role" outside of the limitations built into his class (which were specialized, like not healing, and few).

Move to the end of 2e (during splatmania). The designers were beginning a process of unifying the mechanics of D&D. Now the various dice rolls to determine success would be more similar, based off of the same kind of roll with many of the same contributing components. By 3e and 3.5, the process had created a game system that was remarkably unified (d20 rolls versus DCs for just about everything). It also, by consequence, was very synergistic. Because the mechanics were so intertwined, a change in one feature of the character might cascade into many different rolls and bonuses. In addition, the number of character choices skyrocketed (I believe the other thread counted 16ish). Now this synergy meant that there were multiple ways to increase the bonuses to any particular roll. So, as players made choices about their characters, the characters became more adept at rolls based on those choices (Because what good are choices if they have no effect? That's actually not true, but a very common question/attitude nonetheless). Soon, especially by mid-levels, this synergy had produced bonuses so high that the non-specialized cannot even think of attempting things that he has not purposely built for.

Let's take 3.5/Pathfinder (because PF is the last game I played regularly before 5e, and it's pretty much 3.5 on steroids). Let's say you want to play a character who grapples his opponents in combat. You cannot simply decide in the middle of a combat that you want to grab an opponent and have it work. Why not? Because the mechanical synergy works against the changing of roles. You see, as characters level, they gain more bonuses. These bonuses (from feats, ability scores, and other character options) can be (and most often are) directed to maximize one portion of your characters combat "role," at the expense of the others. If you pick the right feats, you can have an AC in the mid-20s by 3rd level. This will mean that, by not picking other feats, your damage may be much smaller than another character of the same class, while his AC might only be in the teens. So back to our grappler. By mid-levels, the scores that are needed to grapple tough opponents have risen so high that you must invest many of your character choices in grappling in order to be effective. This means that you will not be effective when trying to do just about anything other than grappling (play with a grapple-monk for direct experience of this). When you face foes that have not been built to have strong defenses against grappling, you will defeat them with ease. When they have been built to oppose you, another non-grapple invested character will have NO chance to grapple them, because the number needed to do so is extraordinarily high. Thus were combat "roles" born!

Combat roles are the direct consequence of unbounded bonuses. When a system is synergetic and unbounded, investment in some mechanical benefits preclude increasing other mechanical benefits. This means that some mechanical effects quickly become ridiculously easy to accomplish, while others not invested-in stay the same difficulty. As a result, when challenges are created to test one mechanical effect, they must have an extremely high roll in order to make them challenging for the specialist. This removes them from any chance of success for the non-specialist in that area. So, as a consequence, most characters are specialized for their combat "role", with much less utility outside of it. Varied challenges are accomplished, not by the same character, but by having a wide build-diversity among your party. And woe unto the party that doesn't have the specialist for any particular monster (TPK).

Now, I'm going to take a brief digression to address the length of this thread. It has 100+ pages because, so far, it hasn't been a discussion. For some reason, various posters who are fans of particular editions of D&D feel the need to tell others about that edition and how it is misrepresented. Telling is not discussing. It is also irrelevant to this topic. I don't care which edition you love. I don't care how 4e is played, what the rules are, what roles "really" mean to those who play it the "right" way. This isn't about 4e. The only tangential connection between this thread and 4e is that, as a mechanically synergistic and unbounded edition of D&D, it has some similar features to 3e, in that characters can be built to maximize their effectiveness in performing some combat mechanics (about 18 choices per starting character, as per the other thread). That's it. You can love 4e all you want. You can get a full-body tattoo of the rules if you want. Awesome. Enjoy the heck out of it! But 4e has no bearing on the basics of this discussion. So, the next time you get the urge to press "4" then "e" on your keyboard, just remember that I DON'T CARE. This thread (and my argument) is not about any other edition than 5e (Look at the title of the thread, eh?).

OK, back to the essay. So what relation does 5e have to mechanistic combat "roles"? Well, 5e's bounded accuracy has made the equation quite different. Although still synergistic, bounded accuracy means that this difference between a character who has invested his many fewer mechanical options (even less than the 13 choices noted in the other thread, because some of the background choices have no mechanical effect!) in a particular set of abilities does not have a dramatically greater chance of succeeding than someone who hasn't. A character with a 15 AC (medium - Chain shirt plus a Dex bonus) can "tank" if needed almost as well as an AC 18 (heavy - plate mail or chain mail plus shield). They do not have to build/specialize their character in order to use a particular tactic, unless that tactic is reserved only for a specific class (Dirty Trick, etc.). So what had been "roles" based on the mechanics of the game, have now become "tactics," to be used by a wide variety of characters based on the circumstances of the combat and not on the choices made by the player when building the character 10 levels ago. So, like the first editions of D&D, characters no longer have combat roles based on the mechanics of the game. They have classes, which grant them some abilities other characters might not have. Everything else is tactics.

Woah! Stop! You started to hit the "4" key... I saw it! Remember, I don't care. This isn't about any edition other than 5e. To effectively disagree, you need to establish that the mechanics of this game require a player to build his character, through mechanical choices outside of his class, to accomplish a specific set of rolls in combat or be completely ineffective at them because of the mechanics of the game system. He must BUILD a "striker" or he cannot do effective damage. He must BUILD a "defender" or he cannot face opponents to restrict their movement. Otherwise, there are NO ROLES in 5e. Just tactics. Period.

Interesting theory.
 

Aenghus

Explorer
I find these discussions frustrating and circular. Nethertheless, this is my experience, YMMV...

I played basic, AD&D and up so there was less emphasis on looting and more on fights. In older editions I found dungeon delving fascinatingly Darwinian (I'm talking vaguely logical dungeons here, not random deathtrap dungeons where the only role was "corpse in waiting"). Players who didn't play to their characters strengths or attempt to mitigate their PCs weaknesses died early and died often. PCs who didn't pull their weight in the party risked being fired, not being rescued or being ganked by the party themselves.

Successful adventuring parties in this style become finely honed machines, with each PC "knowing his role" with in the group.Successful compositions varied from campaign to campaign, but generally surviving specialised in stuff they were good at and avoided stuff they were bad at. Groups that lacked a decent melee front line suffered deaths until they evolved one or changed games.

With the primitive mechanics, stealth was fraught with problems. Low level thieves had low chances of hiding and sneaking. DMs would tend to force everyone trying to use stealth to make a roll, often making their rolls themselves secretly. The more people trying to sneak the higher the chance of failure, especially with untrained people or people with noisy armour. We learned the hard way that small groups work better for scouting.

Some players seemed to instinctively fight the system and produce characters that were just a bad fit for it. Which would be potentially ok in a light hearted game, but doesn't in Darwinian Dungeons where they end up dragging the party down and using valuable resources that could have been better spent elsewhere.

New players needed advice creating their first PC. Typically they were recommended to play a fighter, the simple, failsafe, expendable class. New players left to their own devices often came up with terribly inefficient PCs due to their understandable lack of system mastery, and the regrettable tendency of the mechanics not to support the descriptive text. I've seen new players who didn't get appropriate support have terrible first games and leave the hobby for ever as a consequence. This isn't good for the hobby or the industry.

To me roles in RPGs are primarily guidelines to help newish players, so they get PCs that function roughly as expected, and the RPG designers to create effective mutually supportive classes with niche protection. The posters here are mostly experienced roleplayers so can create whatever PC they want (subject to DM guidelines) and probably make it work more or less.

There are tasks an individual PC can't expect to do successfully in a consistent fashion - non-spellcasters casting spells, low charisma barbarian with no social skills being diplomatic, etc .Arbitrary titles are arbitrary, I realise, roles are a label for "tasks a PC can reasonably expect to perform consistently with an acceptable level of success". A poor hp and AC wiizard trying to hold monsters off in melee fails both the "consistently" and "acceptable level of success" clauses due to dying of stupidity in short order.

The point of them isn't to oppress anyone or force them to play in a way they don't want to, but they are there to point out the consequences of trying to fight the system, instead of negotiating a change in that system.
 





EzekielRaiden

Follower of the Way
In AD&D, a fighter had the ability to wear armor, along with the ability to excel in melee combat. This did not mean that the fighter had the "role" of defender, or striker, or anything else. What it meant was, the fighter had the ability to, depending on the circumstances of the adventure, use tactics that would fit a variety of circumstances. If my party was about to face a kobold army, the fighter might dress in plate mail and shield and try to prevent the kobolds from meleeing the squishier characters. If we are sneaking into a fortress, the fighter could wear lighter armor and wield a larger weapon. Or, the fighter could use a strength-bow and light armor, to be a mobile, ranged combatant. In a game where gp were xp, tactics varied wildly from encounter to encounter, as many groups played to maximize profit and minimize danger. The fighter had no "role" outside of the limitations built into his class (which were specialized, like not healing, and few).

All of these things are tactics. None of them have anything to do with whether a class is designed to be good at something or not. The limitations that you blithely toss aside with a parenthetical are exactly the kinds of things "role" describes.

Soon, especially by mid-levels, this synergy had produced bonuses so high that the non-specialized cannot even think of attempting things that he has not purposely built for. <snip> Thus were combat "roles" born!

No. Thus were combat roles given "niche protection." They didn't spontaneously come into existence because bonuses started to grow. They already existed; there were already design goals for classes, albeit nebulous ones. Scaling bonuses, and the "only experts need apply" that came with it, made your tactical options more constrained--sure. But that's not the same as saying roles suddenly existed when they hadn't.


Now, I'm going to take a brief digression to address the length of this thread. It has 100+ pages because, so far, it hasn't been a discussion.

It helps when people don't (a) tell other people what they aren't allowed to talk about, and (b) don't dogmatically insist that a particular set of definitions must be used, rather than being open to the possibility that different people use the same terms differently, and thus there needs to be a dialogue about what we mean when we use particular terms in particular ways.

But 4e has no bearing on the basics of this discussion. So, the next time you get the urge to press "4" then "e" on your keyboard, just remember that I DON'T CARE. This thread (and my argument) is not about any other edition than 5e (Look at the title of the thread, eh?).

It does when the entire conversation began by comparing 5e to 4e, using the terms 4e used. See (a) above.

OK, back to the essay. So what relation does 5e have to mechanistic combat "roles"? Well, 5e's bounded accuracy has made the equation quite different. Although still synergistic, bounded accuracy means that this difference between a character who has invested his many fewer mechanical options (even less than the 13 choices noted in the other thread, because some of the background choices have no mechanical effect!) in a particular set of abilities does not have a dramatically greater chance of succeeding than someone who hasn't. A character with a 15 AC (medium - Chain shirt plus a Dex bonus) can "tank" if needed almost as well as an AC 18 (heavy - plate mail or chain mail plus shield).

See below for some stuff addressing this example--I don't think it's as good as you think.

They do not have to build/specialize their character in order to use a particular tactic, unless that tactic is reserved only for a specific class (Dirty Trick, etc.).

As mentioned above: I think these things you consider to be "reserved tactics" are a lot more important to "roles" than you do.

So what had been "roles" based on the mechanics of the game, have now become "tactics," to be used by a wide variety of characters based on the circumstances of the combat and not on the choices made by the player when building the character 10 levels ago. So, like the first editions of D&D, characters no longer have combat roles based on the mechanics of the game. They have classes, which grant them some abilities other characters might not have. Everything else is tactics.

"Granting them some abilities other characters might not have" is a decent gloss for what I have always used the word "roles" to mean. Not everyone has "heal a friend," but a class designed to be good at supporting others (probably) has it. Not everyone has "Great Big Nasty Sword of Serious Hurtfulness," but a class designed to be good at hurting enemies (probably) has it--or some equivalent. Etc.

Woah! Stop! You started to hit the "4" key... I saw it! Remember, I don't care. This isn't about any edition other than 5e. To effectively disagree, you need to establish that the mechanics of this game require a player to build his character, through mechanical choices outside of his class, to accomplish a specific set of rolls in combat or be completely ineffective at them because of the mechanics of the game system. He must BUILD a "striker" or he cannot do effective damage. He must BUILD a "defender" or he cannot face opponents to restrict their movement. Otherwise, there are NO ROLES in 5e. Just tactics. Period.

Alright. Consider a few things.

1. Saves are absolutely the "synergistic escalation" problem you talked about. The difference between trained and untrained tracks, fairly well, with the difference between a "core" stat and a "dump" stat (proficiency starts a little lower, +2 versus a gap of +4; but it catches up quickly). A character with a bad save (low stat and no proficiency) is at -1 or +0, while a maxed-stat, proficient character is +11. To the best of my knowledge (not having seen any monster stats after the playtest) there are save DCs in the 19-21 range, which are thus fairly easy for the "great save" person to make, but (damn near) impossible for the "bad save" person to make. Given the difficulty of acquiring extra saves or save bonuses (for anyone other than Paladin or Monk, IIRC) this is a pretty substantial area of bonus-scaling.

2. Your example of AC is...a little off, to say the least. Comparing just armor vs. armor, sure there's only a three-point difference. But throw in Fighting Style (only available to certain characters) and shield, and suddenly it's closer to a six/seven-point difference. And there are monsters, even early on, with wicked bonuses to attack.

3. Melee ability is absolutely gated by class proficiencies. A character that doesn't have proficiency with a particular weapon is guaranteed to fall far enough behind their comrades that even Advantage can't quite make up the difference (it's worth roughly a +4 or +5), and if they also lack enough stat investment their odds of landing an attack fall into the 10-20% range.

4. 5e doesn't really give you the option to "build" things anyway. The vast majority of choices are made for you--or are bundled into a single choice--for several classes. Choosing to be the Champion Fighter, for instance, gives direct (passive) damage increases. Choosing to be a Life Cleric, not so much. Feats are the only way to "build" much of anything, and even that is a pretty shallow pool (IMO). So your requirements may be impossible to meet, which...isn't exactly sporting, is it?

5. Specifically on the subject of "restrict their movement," that's...actually something nobody is good at in 5e, and nobody can be very good at. You only get one reaction, and that's what you use to stop enemy movement. Short of convenient choke-points cropping up everywhere like waist-high walls in a Mass Effect game, "stop enemy movement" is a real difficult thing to do. Unless, of course, you have spells, because spells are ~magical~.
 

pemerton

Legend
New players needed advice creating their first PC.

<snip>

New players left to their own devices often came up with terribly inefficient PCs due to their understandable lack of system mastery, and the regrettable tendency of the mechanics not to support the descriptive text.

<snip>

To me roles in RPGs are primarily guidelines to help newish players
This is all very consistent with my experience.

In AD&D, a fighter had the ability to wear armor, along with the ability to excel in melee combat. This did not mean that the fighter had the "role" of defender, or striker, or anything else. What it meant was, the fighter had the ability to, depending on the circumstances of the adventure, use tactics that would fit a variety of circumstances.

<snip>

Combat roles are the direct consequence of unbounded bonuses. When a system is synergetic and unbounded, investment in some mechanical benefits preclude increasing other mechanical benefits.
In my experience with AD&D, there are things that a MU can do that a fighter cannot do (eg AoE damage). There are things that a fighter can reliably do that a thief or MU cannot do (eg survive extended periods in melee).

AD&D also exhibits "synergistic and unbounded" bonuses, most notably via magic items and (in UA and 2nd ed AD&D) weapon specialisation. By 5th level, a fighter will be able to do things in combat - typically melee combat - that a MU can't hope to (a gap of 5 in THACO in 1st ed, before STR and/or specialisation). And the converse is also true: a fighter cannot hope to take out a dozen orcs at range in a single round. For a 5th level MU that's fairly straightforward.

He must BUILD a "striker" or he cannot do effective damage. He must BUILD a "defender" or he cannot face opponents to restrict their movement
For what edition of D&D do you think these claims are true? Given that they're not true for any, what does addressing them have to do with showing anything about roles? Given that they're not true for 4e, are you saying that 4e doesn't have roles?

And for what edition of D&D are you denying that some PC builds do greater damage than others? In AD&D a fighter has a real choice to make between one-handed weapon and shield, or two-handed weapon (at first level you can't necessarily afford both kits, and that's before specialisation comes into play; at higher levels magic items also make the difference). In AD&D a thief or cleric, especially at mid- and upper levels, will have difficulty dealing out damage to the same extent as a fighter or MU.

The mechanics making the game actually work one way and the author telling you how you SHOULD work the game another way are not the same thing.
I still don't know what you mean when you say "the mechanics make the game work one way".

You think there is some radical difference between a 4e rogue's sneak attack and the sneak attack of a 3E or 5e rouge. Or between a 4e wizard's low hit points and the low hit points of a 3E wizard or 5e wizard (not quite as lowin the latter version). But I don't know what this difference is.

A fighter in 4e can cower just as well as an AD&D fighter can. I don't know what mechanic you think makes a difference there either. Both characters have good hit chances, good damage capability and good hit points which, when they cower, they are not really putting to work.
 

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