Party Roles

Mean Eyed Cat

Explorer
I have been running a continuous D&D campaign for almost a year now. While I have had a few players come and go, I have noticed something that has remained somewhat consistent with our group. The party, rather unconsciously, assigns roles for each character. So far, there seems to be about 7 roles. Sometimes there is more than one person in a particular role and often times characters are seen in more than one role. Here are the ones I have noticed:

The Speaker(s) – Often the person who speaks and/or advocates for the party. Not necessarily the leader, but somebody who expresses the party’s opinion to the community. Usually has a higher Charisma.

The Quartermaster(s) [borrowed this term from the recent Treasure Tables article :) ] – The person who keeps track of the party’s stuff. Not only do they keep track of it, they help doll it out. In addition, they are in charge of maintaining any surplus (such as where its kept).

The Advisor(s) – The “moral compass” or “voice of reason.” These individuals help with party guidance and decision-making. Usually somebody with a higher Wisdom and/or Intelligence.

The Insider(s) – These are people who are good at “getting in” to things. This could be physical items such as locks or doors or it could be social situations such as disguising oneself to gain information. Usually has good Dexterity and/or Charisma.

The Battler(s) – Usually the “Tanks” or “Muscle.” These are the people that rush to the forefront to engage in combat. However, they can also be those in the rear who use ranged weapons. Usually has good Strength and/or Dexterity.

The Caster(s) – These are the spellslingers. They are usually involved with the esoteric arts (divine, arcane, psionic, etc.). Also, they can be the healers who come forward when somebody needs help.

The Jokester(s) – These are the “comic relief.” While they may seem unnecessary, often times they are helpful in relieving dramatic tension. They also help make encounters more “memorable.”

Do these sound familier with your group? Do you have any additional roles that members of your party utilize?
 

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You've just described the quintessential D&D group, although in my own case you'd have to create a few gestalt roles as I only have 4 players. :)
 




Crothian said:
Do they have shirts?

Absolutely!

In 3E, Speakers wore yellow, Casters wore blue, and Battlers and Insiders wore red.

In 3.5, Casters still wear blue, but Speakers wear red, and Battlers and Insiders wear yellow. Advisors wear purple and talk with annoying accents.

Jokesters are gnomes.

-Hyp.
 


I had/have a player who seemed to take no role at all, leaveing the goblin rogue player to run around the town, normaly causeing chaos. I kept telling him that his cleric should be the 'face' or speaker of the group, still no. He only seemed to enjoy the fights. Then He changed to a halfling bard, and is haveing a much better time, takeing up the jokester brilliantly. We never actually talked about 'roles' as such, its just what he did, and it worked. He's always spouting jokes etc, and even odd little improvised songs from time to time.
 

Hypersmurf said:
Absolutely!

In 3E, Speakers wore yellow, Casters wore blue, and Battlers and Insiders wore red.

In 3.5, Casters still wear blue, but Speakers wear red, and Battlers and Insiders wear yellow. Advisors wear purple and talk with annoying accents.

Jokesters are gnomes.

-Hyp.
In oD&D the Advisors always wore the red shirts!!! :)
 

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