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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="Frostmarrow" data-source="post: 4710836" data-attributes="member: 1122"><p>This is my suggestion, loosely based on the works of Joseph Campbell and Christopher Vogler.</p><p></p><p>I recognize eight skills as group skills. These skills are often rolled for the benefit of the party. Each role gets access to two of these skills.</p><p></p><p>Roles and associated skills:</p><p></p><p>HERO: Leadership, Diplomacy</p><p>MENTOR: Knowledge, Heal</p><p>HELPER: Open Portal, Search</p><p>HERALD: Perception, Investigate</p><p></p><p>Basically the hero player rolls initiative and reaction checks. The mentor rolls to identify and stabilize. The helper provides access, and loots the fallen. The herald stays vigilant and provides vital clues.</p><p></p><p>Furthermore there is the JOKER, a jack-of-al-trades with access to all skills but to a lesser degree.</p><p></p><p>Also, and some of you are going to hate this, the skills associated with a role which you do not have is not available to you (as long as the party is assembled at least). This means only the herald can succeed in noticing the goblins waiting in ambush, only the mentor will recognize the strange runes on the mystical ring, only the helper will pick the lock. -And the hero will always be the one to act and speak first.</p><p></p><p>A party could look like this:</p><p></p><p>Half-elf Rogue Hero</p><p>Eladrin Wizard Mentor</p><p>Human Ranger Helper</p><p>Dragonborn Warlord Herald</p><p>Dwarven Fighter Joker</p><p></p><p>Feel free to add the SHAPESHIFTER if you fancy the idea of a player sometimes opposing the group.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 4710836, member: 1122"] This is my suggestion, loosely based on the works of Joseph Campbell and Christopher Vogler. I recognize eight skills as group skills. These skills are often rolled for the benefit of the party. Each role gets access to two of these skills. Roles and associated skills: HERO: Leadership, Diplomacy MENTOR: Knowledge, Heal HELPER: Open Portal, Search HERALD: Perception, Investigate Basically the hero player rolls initiative and reaction checks. The mentor rolls to identify and stabilize. The helper provides access, and loots the fallen. The herald stays vigilant and provides vital clues. Furthermore there is the JOKER, a jack-of-al-trades with access to all skills but to a lesser degree. Also, and some of you are going to hate this, the skills associated with a role which you do not have is not available to you (as long as the party is assembled at least). This means only the herald can succeed in noticing the goblins waiting in ambush, only the mentor will recognize the strange runes on the mystical ring, only the helper will pick the lock. -And the hero will always be the one to act and speak first. A party could look like this: Half-elf Rogue Hero Eladrin Wizard Mentor Human Ranger Helper Dragonborn Warlord Herald Dwarven Fighter Joker Feel free to add the SHAPESHIFTER if you fancy the idea of a player sometimes opposing the group. [/QUOTE]
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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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