So, 4E introduced the idea of explicitly defined "combat roles." (The concepts existed previously, but 4E codified them.) The focus of 4E's combat roles was on giving each character an assigned task, so to speak. The striker's job is to dish out damage; the defender's job is to keep the enemy at bay; the controller's job is to shape the battlefield; the leader's job is to support and heal. I think 4E was far too dogmatic about turning these into rigidly defined mechanics, but the basic idea--make sure every class has something it can do well--was sound.
It occurred to me today that D&DN, with its shift toward adventure rather than encounter focus, might profit by taking a different approach. Instead of assigning each class a job to do, combat roles might assign each class a time to shine. For instance, using 3E classes as examples:
Champion. The Champion is most effective when fighting a tough, hard-hitting foe, such as a giant or dragon. They can take a lot of hurt and dish it right back. Examples: Barbarian, fighter, paladin.
Stalker. The Stalker is most effective against "glass cannon" foes such as mind flayers or spellcasters, who pack a heavy punch but can't take a hit well and must rely on allies, mobility, or magic to survive. A Stalker can bypass those defenses to deliver a killing shot. Examples: Rogue, ranger, monk.
Destroyer. The Destroyer is most effective against large numbers of weak foes such as goblins, orcs, and skeletons. Examples: Wizard, sorceror, druid.
Exorcist. The Exorcist is most effective against "cheaty" enemies who rely heavily on special abilities, such as undead that use energy drain or drow with poisoned crossbows. The Exorcist may counteract those abilities or even turn them against their users. Examples: Cleric.
Specialist. A secondary role that can be layered on top of the others, the Specialist is extra-effective against a specific class of foe. Examples: Cleric (undead), paladin (evil enemies), ranger (favored enemies).
There are obviously some parallels with 4E's combat roles, but also some notable differences. For instance, the Stalker's defining attribute is not damage output but evasion. A Stalker's targets of choice don't have a lot of hit points, so big damage is not required, but the Stalker absolutely must be able to reach and engage those targets. Likewise, the Exorcist must be able to counter enemy special abilities but doesn't need to heal or buff allies.
Thoughts?
It occurred to me today that D&DN, with its shift toward adventure rather than encounter focus, might profit by taking a different approach. Instead of assigning each class a job to do, combat roles might assign each class a time to shine. For instance, using 3E classes as examples:
Champion. The Champion is most effective when fighting a tough, hard-hitting foe, such as a giant or dragon. They can take a lot of hurt and dish it right back. Examples: Barbarian, fighter, paladin.
Stalker. The Stalker is most effective against "glass cannon" foes such as mind flayers or spellcasters, who pack a heavy punch but can't take a hit well and must rely on allies, mobility, or magic to survive. A Stalker can bypass those defenses to deliver a killing shot. Examples: Rogue, ranger, monk.
Destroyer. The Destroyer is most effective against large numbers of weak foes such as goblins, orcs, and skeletons. Examples: Wizard, sorceror, druid.
Exorcist. The Exorcist is most effective against "cheaty" enemies who rely heavily on special abilities, such as undead that use energy drain or drow with poisoned crossbows. The Exorcist may counteract those abilities or even turn them against their users. Examples: Cleric.
Specialist. A secondary role that can be layered on top of the others, the Specialist is extra-effective against a specific class of foe. Examples: Cleric (undead), paladin (evil enemies), ranger (favored enemies).
There are obviously some parallels with 4E's combat roles, but also some notable differences. For instance, the Stalker's defining attribute is not damage output but evasion. A Stalker's targets of choice don't have a lot of hit points, so big damage is not required, but the Stalker absolutely must be able to reach and engage those targets. Likewise, the Exorcist must be able to counter enemy special abilities but doesn't need to heal or buff allies.
Thoughts?
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