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General Tabletop Discussion
*Pathfinder & Starfinder
Best of the Best - Controllers.
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<blockquote data-quote="AngryMojo" data-source="post: 4896022" data-attributes="member: 83096"><p>I still have to disagree with the statement about controllers being ill-defined. Control is a very important part of just about any game, and follows the same abstract, albeit difficult to verbalize, principle. If you ask a Magic player, a Warmachine player, and a D&D player, each specializing in control tactics, what control is, and they'll give you radically different sounding answers that all have the same idea at heart.</p><p></p><p>Control in tabletop games is an abstract concept that can only truly be expressed in abstract terms. If you don't have the mentality for it, and many don't, it's really difficult to understand. If you do have the mentality for it, and you're good at it, you generally excel more than any other type of player.</p><p></p><p>The ability to dictate the terms of a game is exceptionally powerful in anything more complex than tic-tac-toe or roshambo, and that's exactly what control, and thus controllers, is about. Take a look at some basic controller powers. Thunderwave was brought up earlier. It's an at-will that allows you to push a group of creatures three squares each. At first glance, it seems like this is a "Get out of melee, because I suck in melee!" power, but it's not the case at all. Imagine using it to take a fight where the swarming, shifty kobolds have gotten the drop on your group and quickly turned the fight into a mire of flanks and blocked movement. One well-placed thunderwave and you can knock that entire formation into a much more advantageous position, like pushing your fighter and the kobold leader into flanking position with the party rogue. No other role can do that sort of thing. Sure, just about anyone can push, pull or slide another character a square, maybe even two, but only controllers can completely rearrange things like that in one go.</p></blockquote><p></p>
[QUOTE="AngryMojo, post: 4896022, member: 83096"] I still have to disagree with the statement about controllers being ill-defined. Control is a very important part of just about any game, and follows the same abstract, albeit difficult to verbalize, principle. If you ask a Magic player, a Warmachine player, and a D&D player, each specializing in control tactics, what control is, and they'll give you radically different sounding answers that all have the same idea at heart. Control in tabletop games is an abstract concept that can only truly be expressed in abstract terms. If you don't have the mentality for it, and many don't, it's really difficult to understand. If you do have the mentality for it, and you're good at it, you generally excel more than any other type of player. The ability to dictate the terms of a game is exceptionally powerful in anything more complex than tic-tac-toe or roshambo, and that's exactly what control, and thus controllers, is about. Take a look at some basic controller powers. Thunderwave was brought up earlier. It's an at-will that allows you to push a group of creatures three squares each. At first glance, it seems like this is a "Get out of melee, because I suck in melee!" power, but it's not the case at all. Imagine using it to take a fight where the swarming, shifty kobolds have gotten the drop on your group and quickly turned the fight into a mire of flanks and blocked movement. One well-placed thunderwave and you can knock that entire formation into a much more advantageous position, like pushing your fighter and the kobold leader into flanking position with the party rogue. No other role can do that sort of thing. Sure, just about anyone can push, pull or slide another character a square, maybe even two, but only controllers can completely rearrange things like that in one go. [/QUOTE]
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