Scribble said:Sure, the game has a few things that are defined slightly different then they would be in a non game situation. All games, I would say, to a degree have such things. Even the definition you posted has different designations when talking about different functions. The leader in music is not the same as the leader in a corporate entity. The leader in a game is not the same as either of them. Designating it as a "coordinator, or supporter," in my eyes would confuse the matter.
The importance here is that the rules, like it or not, are about tactics. (This doesn't mean that roleplaying or storytelling are unimportant. It simply means that tactics are what most require a rules set.)
Sure, maybe at first read you see it as "boss." but the sidebar is there to discourage that, and get you thinking again in tactical terms.
In tactical game terms the leader is the entity that forces another's hand. Plain and simple.
It's not a passive thing either. It's very active. Your actions cause other game elements to happen.
It's not a demeaning thing. It's that rather then helping the fighter hit with a bonus, you are directly effecting the fighters choice. If I have the buff bonus I can hit, therefore I will attack. If I don't have the buff, I will not attack. If the cleric gets hit this round, he will be unable to heal the mage who will most likely die. Therefore I will do anything I can to protect the cleric, rather then take another action.
You are not supporting another character. You are directly effecting what choices that character can/will make.
Najo said:The leader in music guides the whole band, the leader of a business guides the company. If anything, the term leader is deeming to the other terms of striker, controller and defender.
The 4e rules set is covering the entire gamut of roleplaying. Social encounters, fluff, story and history, character roles, all of it. It is being made for new players to easily hop in and play, the term leader says "boss" to someone who does not play games or is familiar with the class system in D&D.
The leader in a tactical situation is the one who directs the actions of their forces. The leader tells the other components beneath them what to do. I realize it is not a passive thing, which is why I think the term doesn't apply to the cleric as the cleric's powers, at best, leads passively in the way some people are presenting the class as a leader. Healing, buffing and running away are not leading.
All of the character's actions are causing things to happen. That is what occurs in a fight. Your tactics are used to minimize your reacting and maximize your opponent's reacting, while minimizing losses in resources, capabilties and lives. All classes make choices together to use their tactics, it is the leader of the party that enables this to occur and acts as either the hub or the voice for it in battle. The cleric is rarely in that role, more often the fighter or wizard type characters are, as they oversee the key moments of the battle and act on the offensive.
The cleric is not directly affecting the character. The character can choose to do whatever they want. Just because the cleric says I am buffing you now, doesn't force a fighter to attack. It is just as easy for the fighter to bark and order to his cleric buddy to buff him, since he is moving in to fight.
The healer/ support is as important as the defender. They both protect and guide the party. The strikers and the controllers then manage the pacing of the party. All classes have moments where they will take on leader roles. The term supporter is more appropiate and no less deeming than defender.
This cleric's role being defined as leader is a stretch. I get that the term doesn't matter in the big picture, but I am thinking of the transition new players go through and feel this creates a unnecessary snag. It could also effect the designers though, as the team changes or 3rd parties build for the game, leader is a misrepresented role.
One final note: The queen in chess is not a leader. She is a controller. The king is the only leader, as all of your moves are based on protecting him over anything else.
Ironically, the bishops are support, while the rooks are defenders, the knights are striker and the pawns are minions.
Najo said:My concern though, is with the roles for player characters. Defender, Striker, Controller and Leader. I think there is a mistake made.
I think SOME might. Others will play timid clerics who are afraid of being the boss but love to be support.Li Shenron said:I agree on your considerations about Leaders. I'm pretty sure that many gamers who choose to play a cleric or warlord, will make the mistake of assuming that they should be treated as the leader of the group out of combat too.
I know the designers have stated time and again that the roles are descriptive not proscriptive. However, I agree with you that it is very likely that the roles have partially shaped the classes.Li Shenron said:My own concern about role is much more general. While it's possible a useful tool to define these roles, it has a high danger of becoming a restriction. I think that unwise designers will try to "remove" abilities from characters because "they don't fit with the chosen role". So instead of roles serving game design, we'll have game design serving the roles.
Or...maybe they just all work together like good leaders should:Sitara said:So what happens when you have both a warlord and a cleric in the party, both being played by players who wan to be treated as group leaders?
Warlord: Attack!
Cleric: No, Defend!
Rest of the party:Both of you....just die!
Probably the same when this happened:Sitara said:So what happens when you have both a warlord and a cleric in the party, both being played by players who wan to be treated as group leaders?
Warlord: Attack!
Cleric: No, Defend!
Rest of the party:Both of you....just die!
Sitara said:So what happens when you have both a warlord and a cleric in the party, both being played by players who wan to be treated as group leaders?
Warlord: Attack!
Cleric: No, Defend!
Rest of the party:Both of you....just die!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.