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Non-combat roles in 4E (Was Forked Thread: When did I stop being WotC's target...)
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<blockquote data-quote="Imaro" data-source="post: 4526146" data-attributes="member: 48965"><p>You know I've thought about this for 4e...and I don't see why the already present roles wouldn't work. Something I've been slowly hashing out (and it is still rough) along the lines of this...</p><p> </p><p>Defender (Deflector): He/she gets powers that help deflect or reduce the detrimental results or effects of traps, NPC attitudes, failures, etc. for both him and his companions</p><p> </p><p>Striker (Assaulter): He/she gets powers that help to directly assault (acrue successes) against the trap, NPC's attitudes, skill challenges etc.</p><p> </p><p>Leader( Supporter): He/she gets powers that help to support (add bonuses, rerolls, etc.) any of the other 3 non-combat roles when used successfuly</p><p> </p><p>Controller (Manipulator): He/she gets powers that help to adjust circumstances, negate penalties, reduce number of successes, etc.</p><p> </p><p> </p><p>As an example...Let's take a classic Trap (Needle in the lock style)...</p><p> </p><p>To start, the supporter might use a power with his Perception skill upon examining the lock and thus offer the Assaulter a bonus to his roll (or a bonus success) to disable the trap. While the manipulator may use a power that reduces the number of successes necessary for victory explaining the reason is that he holds the lantern at a superior angle (and using any appropriate skill the DM deigns feasible) while the assaulter tries to disable it. On one of the rolls the Assaulter fails, but the deflector uses a power with a successful athletics/acrobatics/etc. skill roll to push the assaulters hand aside and thus allowing him to avoid the trap and reroll the failure rather than suffer the effects of the trap.</p><p> </p><p>This is a rough example, but I think this type of thing, once refined and polished a little could be applicable to alot of situations. I hope I communicated this clearly enough for people to get at least the gist of it. I'm at work and don't have my notes with me.</p></blockquote><p></p>
[QUOTE="Imaro, post: 4526146, member: 48965"] You know I've thought about this for 4e...and I don't see why the already present roles wouldn't work. Something I've been slowly hashing out (and it is still rough) along the lines of this... Defender (Deflector): He/she gets powers that help deflect or reduce the detrimental results or effects of traps, NPC attitudes, failures, etc. for both him and his companions Striker (Assaulter): He/she gets powers that help to directly assault (acrue successes) against the trap, NPC's attitudes, skill challenges etc. Leader( Supporter): He/she gets powers that help to support (add bonuses, rerolls, etc.) any of the other 3 non-combat roles when used successfuly Controller (Manipulator): He/she gets powers that help to adjust circumstances, negate penalties, reduce number of successes, etc. As an example...Let's take a classic Trap (Needle in the lock style)... To start, the supporter might use a power with his Perception skill upon examining the lock and thus offer the Assaulter a bonus to his roll (or a bonus success) to disable the trap. While the manipulator may use a power that reduces the number of successes necessary for victory explaining the reason is that he holds the lantern at a superior angle (and using any appropriate skill the DM deigns feasible) while the assaulter tries to disable it. On one of the rolls the Assaulter fails, but the deflector uses a power with a successful athletics/acrobatics/etc. skill roll to push the assaulters hand aside and thus allowing him to avoid the trap and reroll the failure rather than suffer the effects of the trap. This is a rough example, but I think this type of thing, once refined and polished a little could be applicable to alot of situations. I hope I communicated this clearly enough for people to get at least the gist of it. I'm at work and don't have my notes with me. [/QUOTE]
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