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D&D is a Team Sport. What are the positions?
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<blockquote data-quote="Composer99" data-source="post: 9171006" data-attributes="member: 7030042"><p>I think enough has been said about combat functionality, so I'd like to bring up non-combat in a bit more detail.</p><p></p><p>In 5e, which ostensibly includes focus on non-combat pillars of gameplay, and which siloes play in those pillars based on the skill proficiencies one possesses for the most part (also feats, background features, and tool proficiencies to a lesser extent), we can also see some of this need for teamwork and roles. [USER=7034710]@CreamCloud0[/USER] has mentioned what these might look like (albeit in the context of a more holistic view of roles).</p><p></p><p>If we split combat and out-of-combat into different categories, I would imagine that out-of-combat roles look somewhat like:</p><ul> <li data-xf-list-type="ul">Lore gathering & investigation</li> <li data-xf-list-type="ul">Wilderness survival & exploration</li> <li data-xf-list-type="ul">Dungeon survival & exploration</li> <li data-xf-list-type="ul">Negotiation</li> <li data-xf-list-type="ul">Physical handling of obstacles is probably a secondary role, but it's IMO just distinct enough and can apply to both wilderness and dungeon environments to count as a distinct role, especially if the characters who are the "team leads" in those roles aren't good at it.</li> </ul><p></p><p>Ideally, at least one player character in a party is the "team lead" at one of these major roles, and at least one other player character can be a "backup" in any given role. Class archetypes are a bit less rigid here, but ability scores and class features to push some classes to certain roles over others:</p><ul> <li data-xf-list-type="ul">Wizards tend towards Lore because of their high Intelligence.</li> <li data-xf-list-type="ul">Rogues tend towards Dungeon Exploration because of Dexterity, possible secondary emphasis on Intelligence, and default proficiency with thieves' tools.</li> <li data-xf-list-type="ul">The druid "class fantasy" naturally leads them to Nature, and rangers are good at it by default.</li> <li data-xf-list-type="ul">Charisma classes tend towards Negotiation.</li> <li data-xf-list-type="ul">Fighters and barbarians can usually handle Physical.</li> </ul><p></p><p>Magic can also point characters to certain roles in this direction, with quite a bit more discretion for players: divination spells for Lore, spells that can bypass certain kinds of obstacle or gameplay for everything else (<em>tiny hut</em> for Wilderness, <em>knock</em> or <em>fly</em> for Physical, <em>find traps</em> for Dungeon, among others).</p></blockquote><p></p>
[QUOTE="Composer99, post: 9171006, member: 7030042"] I think enough has been said about combat functionality, so I'd like to bring up non-combat in a bit more detail. In 5e, which ostensibly includes focus on non-combat pillars of gameplay, and which siloes play in those pillars based on the skill proficiencies one possesses for the most part (also feats, background features, and tool proficiencies to a lesser extent), we can also see some of this need for teamwork and roles. [USER=7034710]@CreamCloud0[/USER] has mentioned what these might look like (albeit in the context of a more holistic view of roles). If we split combat and out-of-combat into different categories, I would imagine that out-of-combat roles look somewhat like: [LIST] [*]Lore gathering & investigation [*]Wilderness survival & exploration [*]Dungeon survival & exploration [*]Negotiation [*]Physical handling of obstacles is probably a secondary role, but it's IMO just distinct enough and can apply to both wilderness and dungeon environments to count as a distinct role, especially if the characters who are the "team leads" in those roles aren't good at it. [/LIST] Ideally, at least one player character in a party is the "team lead" at one of these major roles, and at least one other player character can be a "backup" in any given role. Class archetypes are a bit less rigid here, but ability scores and class features to push some classes to certain roles over others: [LIST] [*]Wizards tend towards Lore because of their high Intelligence. [*]Rogues tend towards Dungeon Exploration because of Dexterity, possible secondary emphasis on Intelligence, and default proficiency with thieves' tools. [*]The druid "class fantasy" naturally leads them to Nature, and rangers are good at it by default. [*]Charisma classes tend towards Negotiation. [*]Fighters and barbarians can usually handle Physical. [/LIST] Magic can also point characters to certain roles in this direction, with quite a bit more discretion for players: divination spells for Lore, spells that can bypass certain kinds of obstacle or gameplay for everything else ([I]tiny hut[/I] for Wilderness, [I]knock[/I] or [I]fly[/I] for Physical, [I]find traps[/I] for Dungeon, among others). [/QUOTE]
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D&D is a Team Sport. What are the positions?
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