Or in other words, railroad them into doing something that they don't want to do while playing a game. Doesn't really sound like a good idea to me, especially if you're playing with your friends.epochrpg said:Very easy. Run a few games that end in TPK. Remark how they may have survived the encounter if they'd had a decent defender.
I imagine having a defender in the group is not 100% necessary. We've gotten along fine with only half-assed defenders for 30 years now. You might have to tailor encounters to them, or they might need to engage in more hit-and-run type fighting, but it won't be impossible. Let them play what they enjoy.
This whole thing made me immeadiately think of World of Warcraft, where defenders (tanks) are hard to find, especially good ones, but where striker-types are a dime a dozen. Most people want to be the showboat, while far far fewer want the non-flashy job of keeping everyone else alive, even though it's more important. The difference is, in WoW you need a tank to take on most any group-level monster. In D&D, the DM can make adjustments to compensate for the lack of a defender. But still, I hope that "defender" isn't the new "healer" for D&D. "It's your turn play the fighter!" "Ugh, alright..."