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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: 4711305" data-attributes="member: 1003"><p>Why should it? Rogue "sneak attacks" are just doing normal damage "more efficiently" than a Fighter, Paladin or Warlord does it. If the Fighter can hit it, the Rogue can hit it better. Your teleport maze example (which I assume is magical) is outside the Ranger's skill-set (neither Nature nor Dungeoneering apply) unless perhaps he is trained in Arcana and has Ritual Caster.</p><p></p><p>But that's neither really here nor there ...</p><p></p><p>------------</p><p></p><p>The main problem I have with the NCRs (and I'm just sort of focusing in on this now, so bear with me) is that you want to emphasize results while most people (when roleplaying) organize their character around methods. The Nature-trained PC can be Trailblazer, Chef, Horse Whisperer, Survivalist or Scholar <em>when the party is in the woods</em>, but he's none of those in the Underdark. He's all those non-combat roles in the woods because he knows about Nature; that's the idea behind the character.</p><p></p><p>(and when the party is in the Underdark the Dwarf with Dungeoneering is all those things, because he was raised beneath the mountains and knows how the caves of the world work)</p><p></p><p>Likewise, a player may want to make a PC that's a smooth talker who can make friends and influence people, so they take Diplomacy. Then one day the party finds itself lost in the woods and no one has Nature; but all is not lost - because maybe the guy who has Diplomacy can convince a local centaur to lead them to the nearest settlement. Trailblazer! The methods available were adapted to to need.</p><p></p><p>Your suggested NCRs seem to turn that 180-degrees, and I don't think many (certainly not I) want to give up the method/knowledge-centered means of describing our character.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4711305, member: 1003"] Why should it? Rogue "sneak attacks" are just doing normal damage "more efficiently" than a Fighter, Paladin or Warlord does it. If the Fighter can hit it, the Rogue can hit it better. Your teleport maze example (which I assume is magical) is outside the Ranger's skill-set (neither Nature nor Dungeoneering apply) unless perhaps he is trained in Arcana and has Ritual Caster. But that's neither really here nor there ... ------------ The main problem I have with the NCRs (and I'm just sort of focusing in on this now, so bear with me) is that you want to emphasize results while most people (when roleplaying) organize their character around methods. The Nature-trained PC can be Trailblazer, Chef, Horse Whisperer, Survivalist or Scholar [I]when the party is in the woods[/I], but he's none of those in the Underdark. He's all those non-combat roles in the woods because he knows about Nature; that's the idea behind the character. (and when the party is in the Underdark the Dwarf with Dungeoneering is all those things, because he was raised beneath the mountains and knows how the caves of the world work) Likewise, a player may want to make a PC that's a smooth talker who can make friends and influence people, so they take Diplomacy. Then one day the party finds itself lost in the woods and no one has Nature; but all is not lost - because maybe the guy who has Diplomacy can convince a local centaur to lead them to the nearest settlement. Trailblazer! The methods available were adapted to to need. Your suggested NCRs seem to turn that 180-degrees, and I don't think many (certainly not I) want to give up the method/knowledge-centered means of describing our character. [/QUOTE]
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