Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
How would you like 5e to handle combat roles.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="keterys" data-source="post: 5772836" data-attributes="member: 43019"><p>Some roles, like defender, may not work as well without using a combat grid / miniatures - that's a real thing to think about as that becomes optional.</p><p></p><p>Personally, I'd like to drop two of the roles with prejudice - Controller and Leader.</p><p></p><p>Controllers by general design focus are intended to _make combats more boring_. Freezing half the enemies in place so they can't act, stunning the big boss for an entire combat, sleeping this or that, etc. In play, some of them (thankfully) fail at that, or only do so in some of the combats and not others - though that tends to mean the most dangerous and exciting combats are the ones trivialized by a barrage of spells (swinging back towards 15 minute day problems). The more I play, the happier I am to say that everyone can get a little control (daze, slow, forced movement, whatever) without making it the entire focus of a character.</p><p></p><p>Leaders... well, technically I'm fine with having healers. But I'd like to drop the _Leader_ part. I don't need people granting everyone a ton of attacks, or fiddly bonuses to track constantly. Don't center a character on making everyone else's turns more complicated and giving people things to track and forget. </p><p></p><p>So, yeah, my roles might look something like:</p><p>Defender: Tougher, slightly better defenses, in an optimal world reduces total party damage taken</p><p>Healer: Increases party's ability to recover from damage taken</p><p></p><p>Hopefully in vaguely similar terms - so if a group can effectively take 10 hits before dropping, swapping in a defender or healer might up that to 12.</p><p></p><p>Striker: Focuses on killing one target more quickly</p><p>Blaster: Focuses on killing multiple targets</p><p></p><p>Both of which would effectively shorten combat rounds. So if a group was taking 12 attacks over 5 rounds without, swapping a striker or blaster in might kill things faster so they only take 10 attacks.</p><p></p><p>Note that _functionally_ all 4 of those roles resulted in the same thing, better party survivability through shifting about 20% of incoming damage. I'm a big fan of personal choice - not having a particular role should be fine, and having extra should be fine.</p></blockquote><p></p>
[QUOTE="keterys, post: 5772836, member: 43019"] Some roles, like defender, may not work as well without using a combat grid / miniatures - that's a real thing to think about as that becomes optional. Personally, I'd like to drop two of the roles with prejudice - Controller and Leader. Controllers by general design focus are intended to _make combats more boring_. Freezing half the enemies in place so they can't act, stunning the big boss for an entire combat, sleeping this or that, etc. In play, some of them (thankfully) fail at that, or only do so in some of the combats and not others - though that tends to mean the most dangerous and exciting combats are the ones trivialized by a barrage of spells (swinging back towards 15 minute day problems). The more I play, the happier I am to say that everyone can get a little control (daze, slow, forced movement, whatever) without making it the entire focus of a character. Leaders... well, technically I'm fine with having healers. But I'd like to drop the _Leader_ part. I don't need people granting everyone a ton of attacks, or fiddly bonuses to track constantly. Don't center a character on making everyone else's turns more complicated and giving people things to track and forget. So, yeah, my roles might look something like: Defender: Tougher, slightly better defenses, in an optimal world reduces total party damage taken Healer: Increases party's ability to recover from damage taken Hopefully in vaguely similar terms - so if a group can effectively take 10 hits before dropping, swapping in a defender or healer might up that to 12. Striker: Focuses on killing one target more quickly Blaster: Focuses on killing multiple targets Both of which would effectively shorten combat rounds. So if a group was taking 12 attacks over 5 rounds without, swapping a striker or blaster in might kill things faster so they only take 10 attacks. Note that _functionally_ all 4 of those roles resulted in the same thing, better party survivability through shifting about 20% of incoming damage. I'm a big fan of personal choice - not having a particular role should be fine, and having extra should be fine. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How would you like 5e to handle combat roles.
Top