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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Roles in 4E D&D - Combat and Non-Combat Roles
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<blockquote data-quote="Irda Ranger" data-source="post: 4707295" data-attributes="member: 1003"><p>Hi! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Indeed. It's so well done now that I actually find the class names to be misleading more often than not. Although I still refer to them by their class names on EN World and in conversation to avoid confusion, I haven't thought of classes by their names for months now. I instead think of them solely in Combat Role/Build terms (e.g., Rangers aren't "Rangers" to me, they're just Skirmisher-TWF or Archer (and now Beastmaster)).</p><p></p><p>One of the things I liked about Iron Heroes was that the combat roles were as explicit as in 4E and the names were usually more accurate and informative (e.g., the tank was "Armiger", the nimble striker was "Harrier", etc.).</p><p></p><p></p><p></p><p>Backgrounds, Skills and Fluff Text.</p><p></p><p>I like the Backgrounds rules. No, scratch that - love them. I've got a feel for what sort of combos of benefits a Background warrants too and encourage people to make up their own.</p><p></p><p>Skills. I have decoupled Skills from Combat Roles (aka, classes). The only thing that makes a "Rogue" a "Rogue" these days is access to Bluff and Thievery. Forget that. Everyone gets to pick any 4 Skills (Humans and Eladrin get 5). The only rule is that the player has to present their Background and Skill choice as a "package" which describes a particular Non-Combat role/profession/character. This way any PC (regardless of class) that takes Athletics, Stealth and Thievery is "the thief" in the party. etc.</p><p></p><p>Unlike combat roles though there's no fixed number of non-combat roles, and no need to take any particular skill. Usually it's good is a couple people know Heal though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I also allow re-writing of power fluff text if it helps make the character concept. Someone who wants to use the Str-Cleric class to play a non-cleric (maybe they're a monk or druid) would need to reimagine how they came by their powers, and if it helps build the character that's cool with me.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4707295, member: 1003"] Hi! :) Indeed. It's so well done now that I actually find the class names to be misleading more often than not. Although I still refer to them by their class names on EN World and in conversation to avoid confusion, I haven't thought of classes by their names for months now. I instead think of them solely in Combat Role/Build terms (e.g., Rangers aren't "Rangers" to me, they're just Skirmisher-TWF or Archer (and now Beastmaster)). One of the things I liked about Iron Heroes was that the combat roles were as explicit as in 4E and the names were usually more accurate and informative (e.g., the tank was "Armiger", the nimble striker was "Harrier", etc.). Backgrounds, Skills and Fluff Text. I like the Backgrounds rules. No, scratch that - love them. I've got a feel for what sort of combos of benefits a Background warrants too and encourage people to make up their own. Skills. I have decoupled Skills from Combat Roles (aka, classes). The only thing that makes a "Rogue" a "Rogue" these days is access to Bluff and Thievery. Forget that. Everyone gets to pick any 4 Skills (Humans and Eladrin get 5). The only rule is that the player has to present their Background and Skill choice as a "package" which describes a particular Non-Combat role/profession/character. This way any PC (regardless of class) that takes Athletics, Stealth and Thievery is "the thief" in the party. etc. Unlike combat roles though there's no fixed number of non-combat roles, and no need to take any particular skill. Usually it's good is a couple people know Heal though. :) I also allow re-writing of power fluff text if it helps make the character concept. Someone who wants to use the Str-Cleric class to play a non-cleric (maybe they're a monk or druid) would need to reimagine how they came by their powers, and if it helps build the character that's cool with me. [/QUOTE]
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Roles in 4E D&D - Combat and Non-Combat Roles
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