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Controller, Defender, Leader, Striker AND... a Fifth Role!?!?

Hello Everyone,

The adventuring roles of controller, defender, leader and striker are well established. I was wondering if there was a 5th role, what would it be? Would it involve splitting up the current four roles and re-sharing them out in five new ways; or is there room for a totally new role?

Best Regards
Herremann the Wise
 

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kinjiru

First Post
If there was a fifth that was unique in any way, I'd think it would either be a hybrid type that is a pretty even split of two roles, which is already a common thing, or character intended to excel in non-combat encounters with a significant skill repertoire.
 


delericho

Legend
Lurker? The character who spends most of his time setting up for that ONE BIG STRIKE. It doesn't fit WotC's "everyone does something cool every round" thinking, but that doesn't mean it's not a possibility.

Puppetmaster? Whether the summoner or the enchanter, this is the guy who brings in others to do his dirty work for him.
 

Prestidigitalis

First Post
If there was a fifth that was unique in any way, I'd think it would either be a hybrid type that is a pretty even split of two roles, which is already a common thing, or character intended to excel in non-combat encounters with a significant skill repertoire.

I'm trying to do the latter right now, with a Human Thief MC Bard, who at level 2 will have 10 trained skills. With Disciple of Law, she is the perfect "advisor" for the entire party, and pretty damn good at a lot of stuff in her own right. Bardic Ritualist even gives her the ability to perform rituals, which is handy because there are no other Arcane characters in the party.

She will still be able to do some decent damage, but without Backstabber or the other usual feats, she is really more of a 3e Expert than anything else.

I'd love to see an official Expert class, but the new 4e philosophy seems to preclude it.
 

Mercurius

Legend
Some possibilities:

Slacker - the character just hangs out, lets the other characters do the work, and collects a share of treasure and XP.

Destroyer - After a combat is over, the character annihilates anything surviving, including other party members.

Domesticator - the character specializes in setting up camp, cooking, and reading bed-time stories to the other characters.

Copulator - you figure it out.
 

Neverfate

First Post
Lurker? The character who spends most of his time setting up for that ONE BIG STRIKE. It doesn't fit WotC's "everyone does something cool every round" thinking, but that doesn't mean it's not a possibility.

Puppetmaster? Whether the summoner or the enchanter, this is the guy who brings in others to do his dirty work for him.

The lurker class has be tried and it failed. See the original Assassin and there Shroud and Shade Form mechanics.
 


Stoat

Adventurer
City of Heroes has 5 Archetypes which are essentially identical to 4E's 4 Roles. The difference is that CoH has two different "striker" types: a melee striker called the scrapper and a ranged striker called the blaster.
 

Pour

First Post
How about a pacifier? This role is charged with diffusing combats through any number of means (before initiative designating a standard monster or several minions to be removed from the fight via a good diplomacy/bluff/intimidate check or putting incremental conditions on certain standard monsters and minions the PCs refuse to attack in combat on a track like Turn 1 slowed/ Turn 2 dazed/ Turn 3 stunned/ Turn 4 removed from combat [which actually gives a nice depth to battlefield and almost makes these creatures hazardous terrain, forcing caution not to damage with sloppy AOE or be dominated by an elite or solo baddie on part of the PCs until turn 4 when these monsters are removed entirely]), placating social adversaries via skill challenges and some sort of role-based advanced challenge, a duel of wits or mettle in combat for some group advantage, a lessening of forces/morale or alternatively prior to combat with really good planning or trap laying.

Pacifiers add depth and dynamism to normal encounters and help counteract the grindy combats by lessening the number of foes before or during combat, and maybe some sort of mechanic where if a certain number are bloodied, or maybe an elite or solo bloodied, he can force all others to flee, or come to terms with the enemy. Not saying this should always be possible. No way you're doing this to Mual-Tar, but I could see it working on a lot of sentient adversaries.
 

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