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General Tabletop Discussion
*Dungeons & Dragons
How would you like 5e to handle combat roles.
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<blockquote data-quote="Gentlegamer" data-source="post: 5808435" data-attributes="member: 2425"><p>Fighting-men fight. Others don't. (Clerics being seen as a form of multiclass fighter/spellcaster with restrictions)</p><p></p><p>In a role-playing game, non-combat is the soul of the activity. </p><p>I said, get that video game language (and thinking) outta my role-playing game.</p><p></p><p>Here's a non-exhaustive list of activities in a role-playing game, most of which aren't combat:</p><p>1. Building (construction, land acquisition, etc.)</p><p>2. Business (an occupation aside from "adventuring")</p><p>3. Character Development (detailing game persona’s “history”)</p><p>4. Combat</p><p>5. Economics</p><p>6. Exploration (dungeons and for larger discovery)</p><p>7. Intrigue</p><p>8. Politics</p><p>9. Problem Solving</p><p>10. Questing</p><p>11. Random Chance (encounters, resolution of combat, etc.)</p><p>12. Role Assumption (staying "in character" in actions/thinking)</p><p>13. Role Playing (ditto, and speaking thus when playing)</p><p>14. Story (backstory and in play)</p><p>15. Strategy</p><p>16. Theatrics (occasional histrionics and sound effects)</p><p></p><p>You're a non-combatant if your main character isn't a fighting-man (in general possessing enough hit points to survive expected opposition, armor and weapons to hang with combat opponents). If you're a non-combatant and find yourself in the thick of a melee, your party has failed on some level and needs to retreat and regroup.</p><p></p><p>Implicit in this is a return to more party + hirelings/mercenaries/henchmen (which can round out the combat 'muscle' of a group) style of adventuring company and way from "special snowflake" combat-oriented "spotlight" game design.</p><p></p><p>All of the above is my opinion on the feel that 5e should re-incorporate from past editions (since the designers said that's something they want to do), specifically in regard to [combat] roles.</p></blockquote><p></p>
[QUOTE="Gentlegamer, post: 5808435, member: 2425"] Fighting-men fight. Others don't. (Clerics being seen as a form of multiclass fighter/spellcaster with restrictions) In a role-playing game, non-combat is the soul of the activity. I said, get that video game language (and thinking) outta my role-playing game. Here's a non-exhaustive list of activities in a role-playing game, most of which aren't combat: 1. Building (construction, land acquisition, etc.) 2. Business (an occupation aside from "adventuring") 3. Character Development (detailing game persona’s “history”) 4. Combat 5. Economics 6. Exploration (dungeons and for larger discovery) 7. Intrigue 8. Politics 9. Problem Solving 10. Questing 11. Random Chance (encounters, resolution of combat, etc.) 12. Role Assumption (staying "in character" in actions/thinking) 13. Role Playing (ditto, and speaking thus when playing) 14. Story (backstory and in play) 15. Strategy 16. Theatrics (occasional histrionics and sound effects) You're a non-combatant if your main character isn't a fighting-man (in general possessing enough hit points to survive expected opposition, armor and weapons to hang with combat opponents). If you're a non-combatant and find yourself in the thick of a melee, your party has failed on some level and needs to retreat and regroup. Implicit in this is a return to more party + hirelings/mercenaries/henchmen (which can round out the combat 'muscle' of a group) style of adventuring company and way from "special snowflake" combat-oriented "spotlight" game design. All of the above is my opinion on the feel that 5e should re-incorporate from past editions (since the designers said that's something they want to do), specifically in regard to [combat] roles. [/QUOTE]
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How would you like 5e to handle combat roles.
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