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General Tabletop Discussion
*TTRPGs General
Roles - do they work?
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<blockquote data-quote="Cadfan" data-source="post: 4660601" data-attributes="member: 40961"><p>A 4e class brings three things to the table.</p><p> </p><p>1. A theme.</p><p>2. A proclivity for certain out of combat abilities.</p><p>3. A combat role, with variation and specialization, but with an established base. So a Fighter is always going to be a Defender, though he can focus on whirling through battle like a dervish, or standing his ground like a rock, or even shielding adjacent allies.</p><p> </p><p> </p><p>These can be changed by the player with varying degrees of ease.</p><p> </p><p>1. Theme is easily mutable. A good half of the time you can just declare it to be changed. "Guys, I know I'm playing a Ranger class character, but he's a city rat and a professional mercenary who's never seen the wilderness. I'm just using Ranger for the combat style. Ok?" And done. The other half of the time you have to make choices to fit your flavor, but again, that's not too tough. "He isn't trained in Nature, he's trained in Dungeoneering because he did a tour of duty cleaning out an infestation in the city sewer system." Or at worst, "He went to a private school before he got into trouble with the law and ran away to become a mercenary, so I chose Skill Training: History for him."</p><p> </p><p>2. Out of combat abilities take a tiny bit of effort to change, but only a tiny bit. 99% of the time a skill training feat or three will get the job done.</p><p> </p><p>3. This is the tough one to change. It requires a whole different suite of class abilities and powers.</p><p> </p><p>Which is why I think that the people who want each class to support multiple roles so that they can get the theme they want with the role they want are being unreasonable.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4660601, member: 40961"] A 4e class brings three things to the table. 1. A theme. 2. A proclivity for certain out of combat abilities. 3. A combat role, with variation and specialization, but with an established base. So a Fighter is always going to be a Defender, though he can focus on whirling through battle like a dervish, or standing his ground like a rock, or even shielding adjacent allies. These can be changed by the player with varying degrees of ease. 1. Theme is easily mutable. A good half of the time you can just declare it to be changed. "Guys, I know I'm playing a Ranger class character, but he's a city rat and a professional mercenary who's never seen the wilderness. I'm just using Ranger for the combat style. Ok?" And done. The other half of the time you have to make choices to fit your flavor, but again, that's not too tough. "He isn't trained in Nature, he's trained in Dungeoneering because he did a tour of duty cleaning out an infestation in the city sewer system." Or at worst, "He went to a private school before he got into trouble with the law and ran away to become a mercenary, so I chose Skill Training: History for him." 2. Out of combat abilities take a tiny bit of effort to change, but only a tiny bit. 99% of the time a skill training feat or three will get the job done. 3. This is the tough one to change. It requires a whole different suite of class abilities and powers. Which is why I think that the people who want each class to support multiple roles so that they can get the theme they want with the role they want are being unreasonable. [/QUOTE]
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