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Once More, With Feeling
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<blockquote data-quote="Neonchameleon" data-source="post: 7649712" data-attributes="member: 87792"><p>Hmm... Having been reading Reality is Broken and thinking about RP a bit more, I've realised that there are generally two high-Fiero roles and two high-Satisfaction roles in 4e combat. </p><p></p><p>Most controllers are about fiero. They are all about changing the situation to the advantage of the PCs, and leaving the monsters fuming impotently. I gave up one of my favourite characters when things got too easy and I more or less negated a string of encounters (seriously, you never want to see an orb wizard with Storm Pillar and Freezing Burst defending a narrow mountain pass or let loose in city streets). If there's any interesting terrain around there's fiero to be had.</p><p></p><p>Defenders are also about fiero; tactical positioning is almost critical for a defender, and they are about locking the enemy down. Or knocking them down, stepping one step away, and laughing. (The fighter much more so than the knight)</p><p></p><p>Strikers as a rule are about satisfaction. MASIVE DAMAGE!!! (This isn't universal; the Warlock and the Rogue are both high-fiero, outmaneuvering the enemy, shutting them down, and generally making sure the enemy can't do anything effective while in the rogue's case needing combat advantage). The slayer is almost as pure a satisfaction class as there is.</p><p></p><p>Leaders are about satisfaction as well - the great heroic save. And the making everyone a bit better. A lot less tactical positioning than most, and a lot more reactive.</p><p></p><p>It is perhaps not surprising that the running joke about my characters is that it doesn't matter what class they are, they are probably a better controller than the party controller.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 7649712, member: 87792"] Hmm... Having been reading Reality is Broken and thinking about RP a bit more, I've realised that there are generally two high-Fiero roles and two high-Satisfaction roles in 4e combat. Most controllers are about fiero. They are all about changing the situation to the advantage of the PCs, and leaving the monsters fuming impotently. I gave up one of my favourite characters when things got too easy and I more or less negated a string of encounters (seriously, you never want to see an orb wizard with Storm Pillar and Freezing Burst defending a narrow mountain pass or let loose in city streets). If there's any interesting terrain around there's fiero to be had. Defenders are also about fiero; tactical positioning is almost critical for a defender, and they are about locking the enemy down. Or knocking them down, stepping one step away, and laughing. (The fighter much more so than the knight) Strikers as a rule are about satisfaction. MASIVE DAMAGE!!! (This isn't universal; the Warlock and the Rogue are both high-fiero, outmaneuvering the enemy, shutting them down, and generally making sure the enemy can't do anything effective while in the rogue's case needing combat advantage). The slayer is almost as pure a satisfaction class as there is. Leaders are about satisfaction as well - the great heroic save. And the making everyone a bit better. A lot less tactical positioning than most, and a lot more reactive. It is perhaps not surprising that the running joke about my characters is that it doesn't matter what class they are, they are probably a better controller than the party controller. [/QUOTE]
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