I like Roles

I'm not sure I follow what you're saying here?

Roles are more of a category that classes get placed in. They've always (as others have brought up) existed to an extent, they just weren't really talked about.

All classes are built to effect the game in some way shape or form. To fill some sort of purpose in game. So changing one for another will ave an effect on your game.

If you have a group with a Wizard, a fighter, a cleric, and a rogue, and suddenly the fighter wants to make a new class and chooses incarnate the game will change. If he chooses knight it will change in a difefrent way. If he chooses swordmage again, another change.

Roles help you anticipate what will happen ahead of time. They're just a tool.





Again I'm not entirely sure I understand what you're saying here.

You can do all of the above still despite roles. Or are you arguing against classes classes in general? If so thats a whole different ball game.

I guess what I'm saying is that, to me, roles and classes are very difficult to seperate. It seems the role of the cleric is to heal, the role of the fighter is to take punishment and to some extent dish it out in close combat, etc. The role of the wizard used to be pretty catch-all but now seems to be either blaster (damage from a distance) or control...I forget now as I tend to blur which ones are D&D and which ones are the latest MMO.

I simply prefer character concepts and stories over roles. One of my Superheroe characters was a flying brick, a strong, invulnerable guy who could fly. He also had a sort of force field that could perform a number of nifty tricks. So what was his role? Tank? Air Support? Heck if I know. I was more concerned with his personalty, back story and the fact that he could do a lot of fun, cool stuff, some of which was less then obvious and predictable.

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Not a fan. After playing several sessions where we were missing one or more roles in the party, I am really starting to wish for secondary roles or at least some serviceable coverage.
 

You know, I'd love to see you back that claim up with you know, some evidence?
I'm unable to use the search feature for this board, but you might have more luck. Search for system mastery, and Monte Cook. You'll find some postings about that. It was around the time of the announcement to 4th edition. Good luck.

Edit: Duh, ninja'd by Charwoman Gene. :p
 



So those are two reasons I like roles... What do you think?

I'm iffy on them.

I totally agree with your first point. They're a handy shortcut for quick understanding. I'm a little iffier on your second: roles don't really impact whether or not someone has a lot of options when choosing a class to fill that role (as of now, someone who was buying the books only has one option for a Controller -- Someone Has To Play The Cleric is moved to Someone Has To Play The Wizard), but it does help a bit (defining two classes as Leaders helps to say "we need a Leader" not "We need a Cleric!").

I also think they're good combat archetypes.

But I've got some issues with them.

Like I pointed out on the thread on noncombat roles, any "first to zero looses" point-based resolution mechanic like D&D combat has two roles automatically built in by it's very nature, but these roles don't line up evenly with the current D&D roles. Rather, these four "true roles" are spread out amongst D&D's "strategic roles."

D&D's "strategic roles" revolve around minis combat in a big way. Defenders, Controllers, Strikers, and (to a lesser degree) Leaders are all about how you move or fail to move little pieces of plastic around your chess board. I really don't like minis combat in the slightest, so having these roles be hard-wired to that system limits their usefulness and desirability for me. I don't want to play a Controller if, every time I want to blow something up, I have to track a status and push a little piece of plastic around. I don't want to be a Striker just so I can move my piece of plastic farther than other people. It's profoundly uninteresting to me.

There's also an issue with "role sexiness," which is a more abstract and subjective thing, but can cause issues. Depending on what you like about D&D minis combat, there are different "roles" for you. If you're a big fan of pushing plastic around, controllers were made for you. If you get a little rush whenever you get to roll a lot of dice around (and, let's face it, who doesn't?) strikers are for you. Certain players will be kind of "locked into" certain roles based on their predisposition for certain types of fun. This is kind of a negative thing, because it means less variety and creativity and experimentation. Once you find a role you are "good at," you don't stop playing it. It's like those kids at Super Smash Bros tournaments who only play Fox on Final Destination and refuse to play anything else.

Though I would say that that's a much bigger issue than roles, roles feed into it.

Finally, the biggest mixed bag about roles is the group dynamic. It's probably a very good thing to encourage groups to play and use teamwork and the like, but the reality is that one of the reasons D&D and other Tabletop RPG's languish in our fragmented society is because they require a massive user-base that isn't well-connected or well-coordinated. If I need to coordinate the schedules of 6 people to meet in person once per week, that's a TREMENDOUS endeavor. Roles require this. Even if it is an implied need, it is still there, always sucking at you, saying "you are not having an ideal experience" with less than the suggested number of players.

If the roles were all snowballed so that each class could fill any of the four roles, and even that one character could switch between them as needed (or a party of four or five could all switch between them as needed), this problem would be slightly mitigated. Suddenly, D&D could become (in theory) a one-player game, where I make a character, randomly generate a dungeon and monsters, and run him through it.

Again, though, that's very broad -- more of a social thing than a D&D thing.

So I think it's good to call out roles. However,

#1: They aren't combat roles, they're Minis skirmish roles.
#2: I really don't like using minis in my games, and so I resent that they are roles for minis skirmish and not roles for dungeon exploration, or combat, so they don't address what needs I actually have from the game.
#3: They don't remedy the problems of overly specific players or massive overhead that have plagued D&D games since day 1, and only get worse as time goes on (and people find themselves able to log into WoW without leaving home or berating 5 other people). They're inconvenient.

That doesn't mean they're bad per se, they just don't solve the problems that I have with the game. I really don't need D&D to come out and tell me what my little piece of plastic is supposed to do on the battlemat, and the roles are geared towards that. They're very useful for describing your minis skrimish tactics, but I don't think that's really worth describing. I think working towards the goal of making D&D easier and less hassle would begin with recognizing the actual combat and dungeon exploration roles (instead of minis roles), and folding those into 2-4 combat powers and maybe an exploration ability or two to use outside of combat that accomplishes the roles needed in those resolution systems.
 

For the player, roles are descriptive, not prescriptive. They give you a basic idea of how the class works best in combat, but they don't force you to play your character that way.

However, roles are prescriptive for the game designer. A class's role should inform the types of powers and abilities it gets, and it is incumbent on the game designer to ensure the class is able to perform its basic role reasonably well.

Essentially, roles enable the player to make more informed decisions, which is almost always a good thing. For example, if you want to play a character that is highly mobile and deals large amounts of damage in combat, roles will tell you that you are probably better off choosing a class with a striker role instead of a class with a defender role.

The roles of individual character will also inform how the party as a whole is likely to do in combat. Certainly, there is an incentive for all the combat roles to be filled, as it makes the party better able to handle a wider variety of challenges. However, while roles may make the lack of certain abilities more obvious, the lack will remain even if roles are not specifically called out. In addition, a party that lacks a character with a particular role can find other ways to plug the gap. A party without a controller may look for other ways to gain area attacks instead of insisting that someone plays a wizard, e.g. by having a dragonborn character, or by obtaining the right magic items.

It seems to me that any problems that arise are more likely to result from the mis-application of the concept of roles than anything inherently negative about the concept of roles itself.
 

I'm iffy on them...

Three of the four roles have existed in every edition of D&D(and for that matter, most RPG systems):

1. Defender=Tank--Aside from the minis skirmish aspects you describe, the Defenders role is to engage the enemy. The job of engaging the enemy does not require the miniatures skirmish stuff. Engaging the enemy is accomplished by being able to survive being engaged back while being dangerous enough that disengaging from you is a less attractive choice than beating you down. The monsters themselves mean to engage the PCs, preferably the squishy ones first, and what you accomplish as a Defender is making sure things go your way. This role exists independantly of the skirmish aspect of 4E, and the main difference 4E
adds is that it is the first edition of D&D to truly give the Defender the tools to do this right.

2. Leader=Healer--Its the Leader's job to keep everybody alive. This is the easiest one to understand, as you've stated.

3. Controller=Raw Power--Even detached from 4E's take on it, the Controller role has always been about applying as much brute force to the situation at hand as is possible, either through control or blasting. 3E's Wizard, while able to do a lot of what the Striker of 4E does and can even play games to summon Defenders and buff the party like crazy with things like Haste, was always at his/her best when asserting control, and it was a unique ability that nobody did better. Even good old AD&D Fireball spamming Wizards were Controllers first, though more often of the blasting variety.

Another role tended to exist in previous editions, and that was the Skill Monkey. The thing is, the Skill Monkey really lacked focus compared to the other three. He didn't really have a real role in combat, of which half or more of the game is usually based around, and sucking at half or more of the game is not a compelling concept for most players. The versatility of magic also tended to trump skills, so a lot of the time the skill monkey wasn't even the best at what he was supposed to be good at. 4E replaced the Skill Monkey with the Striker, or in other words, the Glass Cannon combined with the Hit and Run specialist. While 4E uses a lot of tactical movement and positioning, both of these concepts were mainstays of previous editions, of which the best example would be the 3E Gish, without those 4E features.


Sexiness of roles:

I've noticed a bit of this, though it has a paradoxical effect on things. People tend to find the Striker role the sexiest, but I've noticed that its the most difficult role to play well. Aside from the boringly effective Archer Ranger, Strikers just aren't as effective in the hands of inferior players. Having a real choice of Leaders/Healers combined with being able to attack and heal at the same time removes most of the "somebody has to play a Cleric" issue. People get bullied into playing Defenders, but a lot of people now find them sexy since they actually work right this time. I've been seeing the most problem with the Wizard/Controller, but I think that is more due to Wizards being the sole Controller than anything having to do with the role/class itself.


Minis/Skirmish roles.

They aren't. 4E uses a minis/skirmish style, and the roles define themselves within those terms, but the roles exist outside of minis/skirmish. Defenders engage, Leaders heal and buff, Controllers dominate, and Strikers hit hard and run away. Minis and skirmish rules are not necessary for any of that.
 

To summarise, I don't see them as a negative aspect of the game; merely a superfluous one for what is still (clearly) a class- [& level-] based game. Quite honestly, they could''ve just left them out completely, to no ill effect. But, equally honestly, I fail to see how they could negatively impact the actual playing of the game.
 

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