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General Tabletop Discussion
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How would you like 5e to handle combat roles.
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<blockquote data-quote="Mengu" data-source="post: 5809369" data-attributes="member: 65726"><p>I'm with the "ditch roles" crowd, but probably for somewhat different reasons than some. While I'm a 4e fan, I thought roles were one of the worst straight jackets for class design. It seemed like when they slapped on "leader" role, they had to have a twice per encounter healing mechanic, when they slapped on "defender" role, they had to have a marking mechanic. And if you had the "controller" role or "striker" role you couldn't have those things. These straight jackets prohibited them from giving the invoker or original druid a once per encounter heal, and from giving the avenger a marking mechanic. It resulted in the warlord ending up with two "healing words" instead of perhaps a more fitting temporary hit point mechanic.</p><p></p><p>I think these straight jackets needed to be ripped off, to allow for more freedom, and more fitting mechanics for each class in its own right.</p><p></p><p>I know the next edition is not even going to have a hint of 4e, so these design examples are somewhat of a moot point, but the idea remains. Roles as defined in 4e are too restrictive as a design criteria.</p><p></p><p>They're probably okay conceptually, for describing character function to beginners, and to those coming from the CRPG background. But even then, I prefer to talk about roles like "hitter, hacker, grifter, thief, and mastermind" rather than the 4e roles.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5809369, member: 65726"] I'm with the "ditch roles" crowd, but probably for somewhat different reasons than some. While I'm a 4e fan, I thought roles were one of the worst straight jackets for class design. It seemed like when they slapped on "leader" role, they had to have a twice per encounter healing mechanic, when they slapped on "defender" role, they had to have a marking mechanic. And if you had the "controller" role or "striker" role you couldn't have those things. These straight jackets prohibited them from giving the invoker or original druid a once per encounter heal, and from giving the avenger a marking mechanic. It resulted in the warlord ending up with two "healing words" instead of perhaps a more fitting temporary hit point mechanic. I think these straight jackets needed to be ripped off, to allow for more freedom, and more fitting mechanics for each class in its own right. I know the next edition is not even going to have a hint of 4e, so these design examples are somewhat of a moot point, but the idea remains. Roles as defined in 4e are too restrictive as a design criteria. They're probably okay conceptually, for describing character function to beginners, and to those coming from the CRPG background. But even then, I prefer to talk about roles like "hitter, hacker, grifter, thief, and mastermind" rather than the 4e roles. [/QUOTE]
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