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L&L: These are not the rules you're looking for
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<blockquote data-quote="I'm A Banana" data-source="post: 5862412" data-attributes="member: 2067"><p>Not exactly.</p><p></p><p>Each 4e role comes first with Role Mechanics -- Defender's Mark (or Aura), Striker's Additional Dice (or extra damage), Leader's Word, and a controller with an area-affect ability and maybe some (save ends) or EoNT status effects.</p><p></p><p>This is how 4e ensures that any character can "do their job" in a party.</p><p></p><p>Secondly, and a bit more subtly, a class's 500 powers reinforce this role. There is much more variety to be found here, but many of a fighter's powers are still defensively-oriented, and those are, mechanically, the more optimal choices -- as a fighter you will have the best defensive powers around, so unless you want your entire party to suffer more, you choose defensive powers.</p><p></p><p>What Mearls seems to be talking about for 5e is the lack of explicit role mechanics -- no longer will every fighter have a mark -- and instead general advice on playing a given class -- telling you that fighters have the highest AC, so a good strategy is to get monsters to direct their attacks against the fighter, preserving the more vulnerable members of the party. </p><p></p><p>You might also get advice for the Bard that tells the player to try and solve their problems through diplomacy and deception and interaction rather than brute-force, too -- this doesn't need to be combat advice, per se. There are three pillars of D&D nowadays. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>This means that roles aren't something the system puts on you. You can still play with de facto roles if you want -- no one is going to stop you from making a tanky fighter, a blasty rogue, a disabling wizard, and a healy cleric and going junk-to-the-skunk with some dragon. This DOES mean that no longer are the four combat roles the beginning and end of your character's purpose in the party. And it might also mean that fighters can be blasty and wizards can be healy and rogues can be controly and clerics can be tanky, too.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5862412, member: 2067"] Not exactly. Each 4e role comes first with Role Mechanics -- Defender's Mark (or Aura), Striker's Additional Dice (or extra damage), Leader's Word, and a controller with an area-affect ability and maybe some (save ends) or EoNT status effects. This is how 4e ensures that any character can "do their job" in a party. Secondly, and a bit more subtly, a class's 500 powers reinforce this role. There is much more variety to be found here, but many of a fighter's powers are still defensively-oriented, and those are, mechanically, the more optimal choices -- as a fighter you will have the best defensive powers around, so unless you want your entire party to suffer more, you choose defensive powers. What Mearls seems to be talking about for 5e is the lack of explicit role mechanics -- no longer will every fighter have a mark -- and instead general advice on playing a given class -- telling you that fighters have the highest AC, so a good strategy is to get monsters to direct their attacks against the fighter, preserving the more vulnerable members of the party. You might also get advice for the Bard that tells the player to try and solve their problems through diplomacy and deception and interaction rather than brute-force, too -- this doesn't need to be combat advice, per se. There are three pillars of D&D nowadays. ;) This means that roles aren't something the system puts on you. You can still play with de facto roles if you want -- no one is going to stop you from making a tanky fighter, a blasty rogue, a disabling wizard, and a healy cleric and going junk-to-the-skunk with some dragon. This DOES mean that no longer are the four combat roles the beginning and end of your character's purpose in the party. And it might also mean that fighters can be blasty and wizards can be healy and rogues can be controly and clerics can be tanky, too. [/QUOTE]
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